View Full Version : Neverwinter Nights Forum News (Feb. 18, 08)


chevalier
Fri, 29th Feb '08, 11:11am
Here are today's Neverwinter Nights forum highlights, collected by <a href="http://nwvault.ign.com" target="_blank">NWVault</a>. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.<br />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung, Technical Artist</font></b>

<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=615908&post=5653039&forum=42&highlight=" target="_blank" >1.69.8104 (Windows/Mac/Linux and non-expansion pack Beta) Beta 5 Patch Now Available (Discuss).</a></b>
<hr />I made a simpler model to demonstrate the creature scaling issue more clearly.

Add any creature model to tailmodels.2da, use the Creature Wizard to make a human fighter with appearance Horse_Invis_Human, and set the tail to the new entry.

The problem is that the tail doesn't animate.

Adding a horse tail to the creature works fine, though.

Previous posts have suggested this should work for any creature model.<hr />The horses are set to use the Full animation set that all humanoid-based creatures use. You'll have to add in an invisible creature that uses the Small and Large animation sets in order for them to animate properly.

I was going to add the necessary lines into the appearance.2da in today actually.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618131&post=5653054&forum=48&highlight=" target="_blank" >Tile animation not working ingame?</a></b><br />Say your tile is called TTR01_A01_01, is the animated node parented to a TTR01_A01_01a dummy node that's then parented to the AuroraBase?<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=616727&post=5653108&forum=48&highlight=" target="_blank" >Creating own in-game tails</a></b>
<hr />1. When I imported the regular devil tail, I noticed that the tail parts were associated with some sorts of "helper objects"; I don't know too much about GMAX, but obviously I need to use these if I'm to animate my own tail. Question is; what are they, and how do I hook up my own hierarchy of tail parts to helper objects?<hr />If you plan on supermodeling them to the devil tail, then yes, you need to mimic the hierarchy exactly and point your tail's supermodel to it.

The helper objects are probably things like the tail anchor (makes it easier to move the while tail around to adjust). Or gMax is representing the links of the tail as 'bones'.

<hr />2. The different tail parts, should these be UV-mapped separately?<hr />You can have it as one mesh and UV map it as a whole, and have it as a skinmeshed tail, or break them into individual parts.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=615908&post=5653395&forum=42&highlight=" target="_blank" >1.69.8104 (Windows/Mac/Linux and non-expansion pack Beta) Beta 5 Patch Now Available (Discuss).</a></b>
Any non-part-based creature if it's specified in the wingmodel.2da or tailmodel.2da file.<br />
<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=564606&post=5653522&forum=49&highlight=" target="_blank" >Nvidia 8800 GTX</a></b>
Interesting note I just discovered at home:
Windows XP SP2
Intel Core2 Q6600
Gigabyte GA-P35-DS3P mobo
XFX 8800GT 512mb
Nvidia 169.28 beta drivers.

3D settings:
Multi-display/mixed GPU acceleration: single display
Texture Filtering - Trilinear opt: off
Threaded opt: off
Triple Buffering: off

Usually I would get single digit framerates in NWN, toolset runs fine.

After moving my 8800GT to the second PCIe slot:

300+fps in NWN 1.69b5
Toolset does not run however, complains about unable to render the 3D preview window.

Moved it mostly so I could get clearance for a 120mm case fan by the HD cage for better airflow. Had the 8800GT card been like, 2mm shorter, I wouldn't have this problem, but then again I wouldn't have discovered this.

I'm going to move the video card back to the first PCIe slot and see if this still happens.<br />
<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=564606&post=5654205&forum=49&highlight=" target="_blank" >Nvidia 8800 GTX</a></b>
Interestingly enough, after a reboot it's back to low framerates. Weird.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618305&post=5654984&forum=48&highlight=" target="_blank" >cloaks for non-bioware creatures</a></b>
Cloaks only work for part-based creatures (i.e. core PC races), you'll have to make a new part-based Kobold race to have them support cloaks.

Similarly, if you set them to accept Tails in appearance.2da, you can also have horse riding kobolds!

Hmm... Deekin with a cavalier hat and cloak on horseback anyone?<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618285&post=5655234&forum=42&highlight=" target="_blank" >High Ping Times</a></b>
Have you tried the hurting machine in NWN multiplayer just by itself?