Possible Paatru !
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08-24-2009, 11:21 AM,
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...still waiting for a response....maybe I should contact him over at Bethesda...?
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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08-24-2009, 11:27 AM,
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Quote:Originally posted by Ibsen's Ghost Hm yeah,he's more active at Beth's Forum probably. Or in tesnexus,im not sure. But,i see he was online today at here,so IDK. Waitiong for a response... `SN |
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08-24-2009, 12:08 PM,
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Good good. Off-topic a bit here but you may be interested to know that I'd quite like to use Seafalls in the beta seeing as you did such a great job of it and that so much is already done. We may have a sequence in which you travel to Seafalls by means of a rootworm. However, before we do that we would have to a) move Seafalls to the correct location on the map (see my latest post in the map thread) and b) cordon off the area with collision boxes so they don't see the empty landscape.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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08-24-2009, 01:57 PM,
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Quote:Originally posted by Ibsen's Ghost Well,its your choice. Cordon off maybe the easier task. IDK hrug: `SN |
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08-24-2009, 04:54 PM,
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It's probably best in the long-run to do both. Although moving towns can be very tricky, I did it before successfully with RockGuard (although that was a much smaller settlement).
Anyway, back to those Paatru....I think it's time I contacted Corthian at Bethesda.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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08-25-2009, 09:53 PM,
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Good news! We can have Corthian's model and adapt it as we wish. He says that we can remove some of the Ninja stuff dead easy, especially the bandanna which I think is actually headwear. I asked him about a shell too and I'm waiting for a response on that.
The only issues with the model are perhaps enlargening the head and belly. The head looks a little too small even on the Ninja model to me but it would need to be bigger for a frog people. From what pathetically little I know about modelling, this shouldn't be too hard....??? ?( The big issue, however, lies in creating a texture to fit. I sent KP some textures for her Paatru interiors so I guess those could be used. Creating a texture for the Paatru sounds like a real challenge if it's to be done correctly. Does anyone fancy having a stab at it if I send you my Paatru textures?
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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08-26-2009, 12:47 AM,
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Quote:Originally posted by Ibsen's Ghost I've never remodeled a vanilla NPC head, so I'm not sure of all the steps to take. I've done morphs, but I keep thinking that if I took a vanilla head and made it wider, then when a vanilla facial morph animation plays, the head would go back to vanilla size to play the morph. I think this is where tri and egm files come in, and where The Conformulator program works its magic. I need to go over throttlekitty's tutorial I downloaded, too. Come to think of it, I hate to say this, but maybe the Paatru should be made from the Argonian race. The Argonian eyes are on the sides and the protrusive snout - this could be remodeled for frog-ish people more easily, I think. I know you've already asked Corthian about usage of his model, too. I can ask Drake the Dragon on Bethesda forums what he knows, as well. He's been doing that winged dragon player race, and he had to remodel the head of the Argonian race for his creature. He ran into some issues, but eventually figured them out. So he can tell me about issues and how to avoid them in the first place, I hope. Ibsen, do you want me to work on the Paatru's body meshes as a priority, or do you want me to continue working on the houses as a priority? Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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08-26-2009, 05:51 PM,
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No, keep working on the houses. :check:
That may prove the wisest option really. From looking at various race mods, I know that some of them simply use the face morph options within the game itself somehow. I've still not looked into NPC creation but this sounds like an easy option although, like most easy options, the results could well be less desirable than a separate mesh. On the subject of using an Argonian mesh then I think this could work well especially as the textures can provide a guideline for the UV mapping along the contours of the head and body. By making constant reference to this (and perhaps with an 'adapted' mesh) it might be possible to use this as a 'size/shape template' upon which to base an entirely new texture. Maybe that fairly large selection of those Paatru resources could come in handy here again...
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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10-18-2009, 07:49 PM,
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Possible Paatru!
This afternoon ive been messing with meshes etc...
And i would like to say it would be much more easier if we would use a baliwogs head. Questions- Why? Because whenever ive tryed sticking it on a normal race (Bosmer) it has not had one problem except Lip synching of course but it seems (Don't ask Why, I think i need to study lip-synching animations a little more), That when i do work the race as a npc it "Seems" to talk but in a more glubbery fashion (Like its bottom lip in the middle goes a little more up then i would of hoped for and the top right and top left most lip parts go down quite so....), So im not sure if you want to work with a baliwog head in this race but for my idea i would of hoped it could be rather using a baliwog head due to that frog race (Concept art) that ibsen showed would look quite the same to a baliwog's head, If you want i could start looking into this but i have nothing i can report on the naga yet except im having the tail smack my camera in the face or flying around in a whirlwind way although i sorted out the height problem now just to try and fix the tail (But i do feel like im making progress).
[TITLE]
-Lore_Naga of Beyond Cyrodill Forums- [/TITLE]"B at indeværende er skidt naga blod."
undersøgenaga |
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10-18-2009, 08:53 PM,
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It's good to hear you're making some progress. :goodjob:
How did you get the baliwog head to talk during conversation? Also, how did you get the baliwog head animated for your purposes? Facegen and/or hex editor? Did you make custom facial morph animations? I've never worked with NPC facial morphs, so any info you've found out would be welcomed. Also, regarding the Naga tail, you can PM me more on the tail issues (since this is Paatru thread, and not Naga thread). I might can help you, if it's something I'm familiar with. I might need to see your files you're working with, though. Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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