Page 1 of 1
Armour Woes
Posted: Mon Jan 19, 2009 10:10 am
by dob85y
Im attempting to create a suit of Masterwork Fullplate with the toolset, and cannot seem to find a way to give the suit of armour shoes.
Id like to keep the left and right shin models, but there seems to be no shoes attached, so when the armour is worn the character is bare footed.
I have tried adding boots, but they override the shin models. Even when viewed in the toolset, the shin models are visable, and the bosts below, but when i try it ingame, the shin models are replaced by the boots.
Any clues?
Re: Armour Woes
Posted: Mon Jan 19, 2009 7:20 pm
by danielmn
well to add boots, you have to make sure the boots are checkmarked in the veiw tab. Try switching the type of boots, from plate to chain or leather, to see if that helps in keeping the shin models clear from obstruction. If not, you'll have to rid yourself of the shin models in order to wear boots.
Re: Armour Woes
Posted: Mon Jan 19, 2009 11:02 pm
by Rotku
Why would you want to wear shoes? If I had NWN2, I'd so make a shoeless fullplated warrior!
Re: Armour Woes
Posted: Mon Jan 19, 2009 11:18 pm
by hollyfant
(It had to be done.)
Re: Armour Woes
Posted: Tue Jan 20, 2009 7:51 am
by dob85y
danielmn wrote:well to add boots, you have to make sure the boots are checkmarked in the veiw tab. Try switching the type of boots, from plate to chain or leather, to see if that helps in keeping the shin models clear from obstruction. If not, you'll have to rid yourself of the shin models in order to wear boots.
The scale boots sit lower than the shin models, in the toolset, but ingame the boot seems to override the shin, reglardless of the fact that the shin is higher.
I have one other idea that i thought of today, Im wondering if i can make a seperate set of boots as shoes.
Re: Armour Woes
Posted: Tue Jan 20, 2009 12:36 pm
by Mick
HF, is that Rath or Lem in that cartoon?
Re: Armour Woes
Posted: Tue Jan 20, 2009 1:07 pm
by dob85y
dob85y wrote:danielmn wrote:well to add boots, you have to make sure the boots are checkmarked in the veiw tab. Try switching the type of boots, from plate to chain or leather, to see if that helps in keeping the shin models clear from obstruction. If not, you'll have to rid yourself of the shin models in order to wear boots.
The scale boots sit lower than the shin models, in the toolset, but ingame the boot seems to override the shin, reglardless of the fact that the shin is higher.
I have one other idea that i thought of today, Im wondering if i can make a seperate set of boots as shoes.
Well that didnt work either, can anyone say if they know of any shin models working on armour, that are not barefooted?
Re: Armour Woes
Posted: Tue Jan 20, 2009 1:14 pm
by Mick
Dawn's new armor has shin models in place that have boots/foot coverings with them. I will find out exactly which model piece it is when I get home today and let you know.
Re: Armour Woes
Posted: Tue Jan 20, 2009 2:00 pm
by hollyfant
Mick wrote:HF, is that Rath or Lem in that cartoon?
Dunno, which one is
the halfling with an appetite?
Re: Armour Woes
Posted: Tue Jan 20, 2009 5:33 pm
by hitherto75
New to the toolset here. . .
I noticed that when creating armor, the base model is different for each gender. I like the look of a particular armor when worn by a male, and would like to have that look on a female character. Is there a way I can tweak the appearance to achieve that?
Re: Armour Woes
Posted: Tue Jan 20, 2009 6:58 pm
by AcadiusLost
Unfortunately, the model numbers are hardcoded to particular files in the haks or base game resources. Most of the armors have a basically equivalent look between male and female versions, as do some of our custom content. However, with things like Clothing models, the male and female models for a given number may be radically different, or there may actually be no equivalent for the other gender (resulting in keeping the appearance of what you were wearing before you equipped it, or a default appearance). This is an ongoing frustration, but not one we can do very much about. Much the same is true for certain models that only draw correctly on humans and elves, but not dwarves, gnomes, etc. A lot of extra work has to go into adapting a clothing model for the "differently shaped" races or genders, and many producers of custom content don't take the time to do this.
One thing we can do though, and will do in the next few weeks (most likely) is add a valueless Usable By: (Gender) itemproperty, which will allow builders to tool up items with written descriptions/icons that match how the object looks on everyone who can equip it, at least. So, if a dress has a missing or totally different "male" appearance, once can just add the "Only Useable by: Female" property, then add it to stores as "blue dress" or whatever.