|Underdark Adventures: A Sandbox Style Campaign|
|Tupilak - a d20 Modern adventure|
|Saleron's Gambit - Chapter Five - Cadwgawn Chest modified|
|Ultima IV Reborn AeT ENGLISH/ita 1.2|
|I congiurati dell'isola vivente (versione corretta)|
|Il principe di Elendil|
|Il torneo delle classi|
|Il nuovo tempio|
|I pirati della terra nera|
Skinmeshed Geralt models 4-6 (Release 1)
These are 3 skinmeshed Geralt models from the game "The Witcher 1" ported over to NWN1.
Are these useful??? Probably only. if you want to walk the "Witcher 1 rural tileset" as Geralt... :D
OK, I more or less did that to see, if I manage to skinmesh/rig a "human" for NWN1. Maybe it's not perfect, but I think, it's in a usable stage.
Inexperienced as I am, I chose the most difficult one of the available Geralt models (Raven's Armor). More difficult to rig, because the body and the arms are 2 separate meshes. This lead to some problems I had to solve (somehow - see below).
This has been sitting on my HD for some time. I started with this, when doing the Witcher 1 tileset, but then got distracted with other projects. I recently "rediscovered" them, did some final little tweaks and decided, that they're now in a shape to be shared.
So, release 1 has:
tw1_cr_ger04.mdl = Raven's Armor (Neutral version)
tw1_cr_ger05.mdl = Raven's Armor (Order version)
tw1_cr_ger06.mdl = Raven's Armor (Elven version)
The body stays the same, the arms get exchanged.
I used the NWN1 a_ba model as bones to rig the Witcher mesh. ShadowM told me, that he once used the original Witcher shadow bones. I gave that a go and my result didn't look well. So I went for the a_ba model as a base.
Of course, the animations and postures of "The Witcher 1" and NWN1 differ. Due to the different postures, I had to slightly alter the mesh:
1. The hook is a bit turned outward, so it doesn't reach into the tights, when in standing posture.
2. Arms position: As you can see here
... especially the arms are more lifted towards the side, whereas in the NWN1 default standing posture, the arms are more or less straight down. This lead to gaps in the shoulder area or, depending on the way the vertices are weighted, to an ugly stretched texture.
My workaround for this was to close the gap and retexture the faces between the shoulder pad and torso. So, the shoulder pads don't connect directly to the torso anymore, but it looks quiet OK (IMO).
3. I tweaked the fingers a bit, so they are not totally straight.
ALOT of work went into the hair (back then):
The original hair was made up of numerous strips plus the texture was using an alpha transparency for the ends of those strips. NWN1 creatures have a shiny metallic look as a base, so a texture with transparency will have this metallic look shine through. In other words: It doesn't work for the original Geralt hair!
- separated the inner hair part from the outer one
- combined/reduced the faces on the outer back hair part to be one mesh
- created new texture (based on the original) with a darker rim section
- remapped all faces to this "new" hair texture (that was a pain! :D )
- dangle meshed ("AuroraFlexed") the back and side hair (the dangle strength is pretty low, so the long back hair doesn't move into the body mesh too often)
The eye texture is the original one, but with reduced dimensions.
The models are exported without an animation. "a_ba" is set to super, so they use all the NWN1 default animations.
The appearance2.da is from HOTU-patch.
Geralt-entries start from 875, though 875-877 are dummy entries for the Geralt models 1-3 (in case I ever skinmesh them...), so the first "official" entry is 878.
The naming starts with "[TW1] Geralt 0...", so they appear all the way to the end of the list, if applying a different appearance to a NWN1 creature.
The demo module showcases all 3 models and will turn the entering PC into tw1_cr_ger06.mdl = Raven's Armor (Elven version)
WARNING: Those Witcher 1 models have a much higher polycount! They take a bit to show up. They work on "modern" PCs (regarding the NWN1 specs), but may cause lags on elderly ones.
BTW. The shadow is not created via the Geralt mesh. The "a_ba-bones" do that.
Thanks go out to:
A NWN2-modder, who helped me a lot regarding rigging for NWN2 and taught to me the basic understanding.
ShadowM described to me his approach on using the original shadow bones. As written, I failed on this approach, but he got me on the way.
And his tutorial on "Skinning a goat":
See Witcher 1 rural tileset for details on his help.
Dangle tutorial: http://harvestmoonconsortium.com/forums/viewtopic.php?f=59&t=2194
|HAK (Geralt Models 4-6) & Demo Module (37)||3.84 MB|
|Village of Eveningstar - Cormyr - Faerun|
|Italian/English interleaved dialogue for language learners|
|French/English interleaved dialogue for language learners|
|German/English interleaved dialogue for language learners|
|Italiano English Dialog.tlk + manuale in italiano di NWN|
|Japanese/English interleaved dialogue for language learners|
|Spanish/English interleaved dialogue for language learners|
|A Dance with Rogues (Part Two)||
|Prophet - Chapter I - By the Will of Kings and Mortals||
|The Aielund Saga Act IV - The Fall of Aielund (Part One)||
|Honor Among Thieves||
|Swordflight Chapter Two||
|Pretty Good Character Creator / Customizer (PGC3) powered by IGIPE||
|The Aielund Saga Act IV - The Fall of Aielund (Part Three)||
|The HeX Coda 01 (Canceled Premium Module)||
|Swordflight Chapter Two||
|Sanctum of the Archmage - The Sight||
|The Cave of Songs||
|Darkness over Daggerford (Canceled Premium Module)||
|Shadowlords, Dreamcatcher, and Demon Campaigns||
|Fate of a City||
|The Wizard's Apprentice Chapter II: The Talisman and the Eye||
|Conan Chronicles 2 - The Zamorian Chronicles||
|The Black Scourge of Candle Cove - adventure module||