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Re: Horns & Halo at the same time? [message #60867 is a reply to message #60861] |
Tue, 21 December 2010 03:14 |
IDontKnow
Messages: 190 Registered: August 2010 Location: 127.0.0.1
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Platinum Paladin wrote on Tue, 21 December 2010 07:54 | Cool. Which one should I change for a good character, or does it not matter?
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7, I think.
27/4/11 23:XX (11:XX Pm) She went to a better place. 28/4/11 10:XX She was burried; RIP
Leren van de taal van Nederland is leuk.
Ik heb nog veel te leren, hoewel.
Tengo la ambición de aprender a español.
Yet I have no idea how to start.
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Re: Horns & Halo at the same time? [message #61958 is a reply to message #60859] |
Mon, 28 March 2011 09:56 |
Balthazzar
Messages: 8 Registered: March 2011
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I was wondering if you understood how the morph models worked on a fundemantal level?
Is there a specific evil (25 for example) when your head just switches to the small horns, then another at 50 until 100 etc? Is it possible to add a larger scale so you evil continues until 200 (for example)? Off course you would have to create further horn models etc.
Or if this is not possible is it possible to swap the 100% evil with the 50% evil, and then edit the 100% model to make a new, more evil, hornish 75% and 100% evil morph?
Is there a way to keep your hair with the evil morph?
Essentially I am just wondering how flexible, if at all the morph system is.
Cheers,
Bal
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Re: Horns & Halo at the same time? [message #61963 is a reply to message #61958] |
Mon, 28 March 2011 11:13 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Here it goes, the CHeroMorphDef controls texture, bone and effect morphing. The texture and bone morphing are gradual. The effect morphing is a lot like the CAppearanceDef morphing that I'll explain shortly.
CAppearanceModifierDef controls which models the Hero uses based on which clothing he's got on and, for horns, which model appears based on certain stats. It's not done gradually, it's done at specific increments. I don't know the exact values but here's an example to give you an idea. Between 0.0 and 0.3 evil, nothing. Between 0.3 and 0.5, small horns. Between 0.5 and 0.7, medium horns. Between 0.7 and 1.1 (a number that cannot be reached and so acts as a cap), large horns. This is also how it works for hair and balding.
[Updated on: Wed, 30 March 2011 02:35] Report message to a moderator
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Re: Horns & Halo at the same time? [message #61990 is a reply to message #61963] |
Wed, 30 March 2011 01:03 |
Balthazzar
Messages: 8 Registered: March 2011
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JohnDoe wrote on Mon, 28 March 2011 11:13 | Here it goes, the CHeroMorphDef controls texture, bone and effect morphing. The texture and bone morphing are gradual. The effect morphing is a lot like the CAppearanceDef morphing that I'll explain shortly.
CAppearanceDef controls which models the Hero uses based on which clothing he's got on and, for horns, which model appears based on certain stats. It's not done gradually, it's done at specific increments. I don't know the exact values but here's an example to give you an idea. Between 0.0 and 0.3 evil, nothing. Between 0.3 and 0.5, small horns. Between 0.5 and 0.7, medium horns. Between 0.7 and 1.1 (a number that cannot be reached and so acts as a cap), large horns. This is also how it works for hair and balding.
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Okay thanks JohnDoe, so do you know if the CAppearanceDef models are editable for the set morphs? (I don't know how the fable file system works) Could you just take for example the file for the large horns, rename it to the file for the small horns and then overwrite the small horns so that you would have large horns between 0.3 and 0.5 (for example)?
Are the morph files in an editable format, or do you know of a blender plugin that enables them to be edited. Off course this is all assuming that the models are accessible.
And thank you for covering the bald issue!
Kind Regards,
Bal
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Re: Horns & Halo at the same time? [message #61993 is a reply to message #61990] |
Wed, 30 March 2011 02:39 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Balthazzar wrote on Wed, 30 March 2011 03:03 | Okay thanks JohnDoe, so do you know if the CAppearanceDef models are editable for the set morphs?
| That's CAppearanceModifierDef, a mixup on my end, apologies. And of course they're editable, in all respects. I'm not sure if you mean trade them out with different ones, add/remove which meshes appear, or actually do some modeling edits to the mesh but all of these are possible.
Balthazzar wrote on Wed, 30 March 2011 03:03 | Could you just take for example the file for the large horns, rename it to the file for the small horns and then overwrite the small horns so that you would have large horns between 0.3 and 0.5 (for example)?
| Oh. Well I guess you could do something like that but you don't really need to because you can just change which mesh appears for which values. For example, rather than copying the large horns over the small horns, you could get rid of the small and medium horns in the CAppearanceModifierDef and have the horns appear at 0.0 to 1.1.
Balthazzar wrote on Wed, 30 March 2011 03:03 | Are the morph files in an editable format, or do you know of a blender plugin that enables them to be edited. Off course this is all assuming that the models are accessible.
| The models are accessible but you're making this more complicated than it has to be. What you want to do can be done in the definitions, in the horns' CAppearanceModifierDef. You don't have to touch the meshes at all.
[Updated on: Wed, 30 March 2011 02:39] Report message to a moderator
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Re: Horns & Halo at the same time? [message #61998 is a reply to message #61993] |
Wed, 30 March 2011 10:44 |
Balthazzar
Messages: 8 Registered: March 2011
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Ahh okay thanks, so if I wanted to I could edit the horn mesh so for example ;
0.1-0.3 - small horns
0.3-0.5 - medium horns
0.5-0.7- large horns
0.7-0.9 - even larger horns model that I make myself
Is this possible to create a custom morph mesh?
Thanks for all of your help
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