Necromancer armor [message #48748] |
Thu, 22 January 2009 06:46 |
jp_b46
Messages: 70 Registered: January 2009
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Hello, im making a necromancer armour on Blender, and it would be cool that someone makes some necromancer spells like summon undeads, a special drain life, create a Golem (it could be a Rock Troll) a demonic regeneration (it already exist but is a mod from the heal life spell), a infernal wrath like spell and any ideas you have
(note: i mean new spells not replace the original ones, but, if you only can replace the originalones its ok, it would be good too)
http://s260.photobucket.com/albums/ii2/Merkahia/?action=view ¤t=Botas2.jpg
http://s260.photobucket.com/albums/ii2/Merkahia/?action=view ¤t=Botas.jpg
http://s260.photobucket.com/albums/ii2/Merkahia/?action=view ¤t=CapuchaConMascara2.jpg
http://s260.photobucket.com/albums/ii2/Merkahia/?action=view ¤t=CapuchaconMascara.jpg
http://s260.photobucket.com/albums/ii2/Merkahia/?action=view ¤t=CapuchasinMascara
http://s260.photobucket.com/albums/ii2/Merkahia/?action=view ¤t=Guantes2.jpg
http://s260.photobucket.com/albums/ii2/Merkahia/?action=view ¤t=Guantes.jpg
http://s260.photobucket.com/albums/ii2/Merkahia/?action=view ¤t=ParteInferior2.jpg
http://s260.photobucket.com/albums/ii2/Merkahia/?action=view ¤t=ParteInferior.jpg
http://s260.photobucket.com/albums/ii2/Merkahia/?action=view ¤t=ParteSuperior2.jpg
http://s260.photobucket.com/albums/ii2/Merkahia/?action=view ¤t=ParteSuperior.jpg
** Renamed thread title. - JohnDoe **
[Updated on: Fri, 23 January 2009 08:08] by Moderator Report message to a moderator
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Re: Necromancer spells (i dont know if it is possible) [message #48788 is a reply to message #48785] |
Fri, 23 January 2009 07:44 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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The first thing that you need to know is format. The model must be in DirectX format for it to be imported with FableExplorer. CBox has an obj importer, I think, but I'm pretty sure that this is not finalized and cannot be used to get a functional animated mesh in Fable.
Next, you need to know the hierarchy.- Scene-Root
- (Name of model)
- (Root bone)
- (Bones and associated helpers)
- Orphan_Helpers
- (Helpers that don't go anywhere else)
This is how the frames need to be arranged in the model. Most apps allow you to do this with some sort of interface for it. Some others will require you to do it yourself using a text editor (cue headache).
Then, there's the type-specific model information.
- Type 1 - Static models - Very simple. Swords, crossbows, buildings, inventory items, crates, barrels. I suggest sticking with weapons and inventory items since they don't have collision models that need to be edited alongside them.
- Type 3 - Collision models - Currently, you'll need ChocolateBox to export them. These go with structures like bridges, tables, chairs, buildings, etc.. Pretty much anything the Hero can walk on and anything that gets in the Hero's way, stopping him. These are also sometimes suffixed with _CAM or [PHYSICS], or prefixed with CMESH instead of MESH, I believe there's another variant. These are easy enough to edit, different kind of hierarchy, and as long as you know what you're doing, this is just like static models.
- Type 5 - Animated models - Clothing, bows, pump action crossbows, anything that has bones. Difficult because there are sometimes rather lengthy hierarchies, not to mention rigging the bones.
- Dynamic mesh - No specific type because really they can be a part of anything. It's just a piece of the model that isn't tied down to bones, so it can move freely like a cape or hair or rope or a whip, etc. and so on. The problem is that FE doesn't support dynamic models, stuff become static on it's way out.
- Types 2, 4 and 6 - Landscape, Particles and Animations, respectively - Not going to happen, at least not by you. Some of the landscape and particle models are viewable and are like static models, those are easy enough. Others... they don't even appear correctly in FE for me, and won't show up in DirectX viewer, and I can't import them into 3DS. Guessing that FE doesn't do well with these models, or it could be that my graphics are so messed up that they just don't show or work correctly. Animations, let's just not discuss that one.
Last thing I can think of is that rigged (type 5 - animated) models need to be weighted to the skeleton, the bones in the model. You can import corresponding pieces of existing armor and strip the meshes, then weight your model pieces to the bones left behind.
If you want to do any of this in Blender, get in touch with morerunes. He might help you. You can also read up on anything he's done with Blender. As I've said before, he's done a lot of written work with it which makes for a nice knowledge base. If you need any part of this or anything else translated or explained, let me know. I'm the guy for Spanish<->English.
[Updated on: Fri, 23 January 2009 18:37] Report message to a moderator
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