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4760

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Everything posted by 4760

  1. As I wrote previously: brilliant! So, you can now import a gr2 skel, and mdb model, any gr2 animation, make any changes you want to the model or the animation, and export the new gr2 animation and mdb, right?
  2. Good progress on the green slaad! Walk, Idle and Attack animations are now complete. Run and die are next. By the way, the green slaad being some sort of giant frog, I was wondering if hopping would do for the running animation. Any thoughts?
  3. He he... I didn't know the Flumph, but I had the idea of adding a script to cause acid or poison damage to creatures going to close to the jellyfish (although they wouldn't attack, they're supposed to have urticating filaments). I'm too busy to prepare anything right now, but I'll upload the jellyfish next week.
  4. Maybe I should release the jellyfish too then. I didn't because they're just for the underwater set: they have idle and swim animations, but that's all.
  5. The octopus is now available, here or here.
  6. Probably. It starts during Chapter 2, and is completed (or renewed) during Chapter 3. By the way, I noticed that the NWN2 dialog.tlk is apparently an updated version of the NWN version (it seems entries 0 to 110,000 or so are, text formatting excluded, the same. Unfortunately the 3,000 last ones are overwritten, but maybe that should help reducing the work by importing the NWN .dlg files?)
  7. To be able to open the OC modules in the Aurora toolset, you have to first select the option "start normally"
  8. According to the instructions described in "installing.txt" file, you need to open the module, add the required scripts where needed (and sometimes also add scripts to doors, depending on whether you want to allow the vampires to enter private places or no).
  9. Hi rjshae I don't know if you intend to include the romance part as well, but if that's the case, keep in mind that the scripts need some fixing (it looks like originally the romance variables were supposed to be either 0 or 1, but in the end they would reach 2 (or 3, but that's a different story). The problem is some scripts still use if iRomance == 1 //should be ==2, or even better >=1 (I'm rather vague so as not to spoil the story, don't hesitate to PM or e-mail me if you need details)
  10. Most NWN2 animations have 30 frames, but there are others that last much longer (idle for instance).
  11. Brilliant. Looking forward to seeing the next milestone
  12. Great news! But do you mean *_skel.gr2 files (the ones defining the creatures' skeletons, as in post #13), or all gr2 files? (meaning in that case we won't need to have 3ds max 8 and the Expotron plugin to be able to create new animations) I'll sure keep on checking this thread regularly.
  13. Thanks for the info rjshae. I'll check how these models look like in NWN2 and if the quality is good enough, why not?
  14. In that case, I'll then consider that the attachment points are good enough and start exporting the animations. Almost done. I lost a lot of time getting the aarakocra wings main skeleton match follow its counterpart in the aarakocra skeleton (since the wings are a separate model), not mentioning real life busier than usual this first quarter, but hopefully I'll make quicker progress now.
  15. As far as I know, it only imports skeletons. I checked if anybody found a way to get the animations too (this forum looked promising), but it appears the Oodle compression prevented it.
  16. That's right. But the gr2 animations are protected. Like Semp3r, I'd be delighted if you find out how to import the animations. And it's not that nobody's interested, it's rather there aren't so many still modding NWN2!
  17. The full package of NWN dragons (including placeables: heads, bones, skeleton, hide, egg) is now available for download. If you're more interested in partial downloads, you could get them here below: - NWN dragons with NWN animations - faery and pseudo dragons - NWN dragons with animations for four-legged creatures - dragon heads - other placeables - Mist dragon only
  18. Too bad I didn't see this before you reverted to factory settings. Just in case, did you have the restore feature enabled? Restoring to a previous restore point could have shown if there was some update messing up. Anyway, that's still something to keep in mind if that happens again, or to somebody else (I didn't say it will fix the issue though, but that's a step to try before erasing everything).
  19. Like Tchos, I'm not sure I understand: if you downloaded a campaign, you have all the modules it needs. I suspect you may try to open a module saved as a directory (File... Open...) and can't see it in the list of available files. If that's the case, use File... Open directory... instead.
  20. Only versions 6, 7 and 8 of 3ds max will work with the NWN2 exporter, and as far as I know they're not available for sale. The easiest way to do what you need is to clone an existing body (with MDB Cloner or MDBConfig) and change the texture file so it adds bones and skulls to the armor. But they will only be flat this way.
  21. Hi Bob, The faerie dragon is now available here. I finally decided to split the full NWN dragons set in four parts: dragon heads placeables, faerie dragons + pseudodragons (and wyrmlings), NWN dragons with NWN animations, NWN dragons with my animations (so they're four-legged creatures). That way you can grab only the faerie dragon :happy:
  22. Nope, it's a fully animated creature. If you want it to be a placeable, you could still freeze it (or actually paralyze it with a script).
  23. Absolutely Bob, the proneB animation is exactly as you describe it.
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