Custom horses models and custom animations

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duck83

Veteran
Hello.

This is as far as I know achievable, to make a custom horse model and put it into the game. I guess making a custom animation wouldn't be too difficult for an experienced modeller. I'm not, and I'm to ask if it is really that hard for a totally unexperienced modeller to put a cutom horse model with it's own animation into the mod?

There are two tuts on making animations, which are quite good, and put some light on how to, but the problem here is, that horse skeletons are a bit odd in comparison to the human ones. Any help would be much appreciated here. How to deal with horse skeletons? Are those felxible in terms of resizing, or am I not allowed to change those already made? Finally, how hard challange would it be to make my own category of horses for brf?

Any help appreciated, as I've said.

Best regards.
 
Isn't there really anyone who could put some light on it? Any advice would be much appreciated.
 
You can have whatever meshes you like, but only one skeleton (scalable in WB), and only one set of animations for all the mounts in the game.
 
So with a skeleton it seems it is going to be anightmare to attach it properly to a model of let' s say a dog. About the animations I guess that I can make some specific animations in the animations file, which are to be connected only to my new model and not used by the game horse models?

edit:
about animations I meant that I can add some few animations, that are to be used only by my new model. Two answers would be fine here, either yes/yes, no/no and variations.
 
Here's my custom horse model  :cool:
horsexh.jpg
 
Someone mentioned scaling, is that only uniform scaling or is it possible to axis-scale the skeleton and the horse and then apply some animations to that?

I know you could do uniform scaling for sure, but axis-scaling would be nice to make the horses a bit longer and taller.
 
Outlawed 说:
Someone mentioned scaling, is that only uniform scaling ... ?
Yes

However, you can always modify horse skeleton and make ALL horses longer and taller
 
GetAssista 说:
Outlawed 说:
Someone mentioned scaling, is that only uniform scaling ... ?
Yes

However, you can always modify horse skeleton and make ALL horses longer and taller

If you do, come down to Bob's Long and Tall Saddle Shop!
 
GetAssista 说:
You can have whatever meshes you like, but only one skeleton (scalable in WB), and only one set of animations for all the mounts in the game.

I use horse_scale=200 for elephants (thanks to Alex Dragon for the model).  I use them as wild animals only, not for mount. The scaling works, the elephants have appropriate size, but somehow I can walk through them. Do I miss something, or should I make invisible scene prob around them?

["elephant","Elephant",[("elephant",0)],itp_unique|itp_type_horse,0,5000,abundance(40)|hit_points(200)|body_armor(30)|difficulty(30)|horse_speed(20)|horse_maneuver(10)|horse_charge(300)|horse_scale(200),imodbits_horse_basic],
 
dunde 说:
The scaling works, the elephants have appropriate size, but somehow I can walk through them. Do I miss something, or should I make invisible scene prob around them?
Collision mesh (=hitbox in this case) is defined by the skeleton. Since your elephant skin does not coincide with the skeleton of the horse, you (and missiles and melee weapons) will go through some parts of the elephant.
 
So, horse_scale only scales the mesh, not the hit box also :sad:

EDIT : (SOLVED, horse_scale does scale hit box also )
The same thing happened when I scale steppe horse to 200. The problem is the scale's too high, so elephant body's hitbox elevated above player height. It works fine now with horse_scale = 125, yes some part of the elephant still be through by meele and player body, but at least I can't walk through them completely now.

horse_scale does scale horse hitbox too, but as horse doesn't have hoof hitbox, and the others hitbox elevated too high for big horse_scale, then it will make the big scale horse completely walk through-able.
 
The thing with the elephants is that the mesh looked like an elephant, but the hitbox was a horse hitbox.
 
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