[WIPz/RELz] Drake's Anthro-Dragon Race (No.6)

Post » Wed Mar 30, 2011 12:57 am

Work might come first, but still I'd prefer to actually make some progress... no matter what really...

As some sort of gentle reminder, it's hard to keep track of things I was going to do when I'm unable to actually do something.
So if anyone requested anything some time ago, and I was stating I'd do it, or maybe even started and posted about progress of it, don't hesitate to remind me from time to time when you're waiting for something.
Just keep bugging me so I'll keep these things in mind, you're not pushing me or anything. Things will get done when they'll get done, but it will help me keeping promises I made... because, well, remembering I made them is the first step, no? And I definitely won't ever not keep a promise I know of... when it wasn't for certain I could do it, I won't make a promise in the first place.
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Robert
 
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Post » Wed Mar 30, 2011 11:07 am

mabe a half dragon?

not the current half dragon, but something that looks more natural (not that a dragon is exacly natural at all)

but i was more thinking, a more flowing blend of human and dragon, not the current all dragon with a human head from nowhere

more like, a slight dragon muzzle and no or less obvious wings

no real point of this though so, whatever



but mabe a new intro? just for the dragon race? or mabe some dragon quests
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Marion Geneste
 
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Post » Wed Mar 30, 2011 11:46 am

Hey now, I said "remind me of requests already made", not "make completely new ones"! :ahhh:
While I'm all up for ideas and requests/suggestions anyways, it might not be the best of ideas to add yet further requests to my list right after I officially stated I'm already loosing track of the current ones. :laugh:

The half-dragon things or hybrids are still on my list, but they will be hundreds of times easier to create when the full-dragon shape is completed and working.
Though I have to admit, new wings which still need to somehow work with the (then) existing animations (or no flight at all for hybrids) and especially new head meshes (considering how tedious it was to get the current one working alright) really might cause a lot of trouble or at least an immense amount of work. Just another cause for why I'd prefer to finish the full-dragon shape first. :angel:
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Kelvin Diaz
 
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Post » Wed Mar 30, 2011 8:36 am

Hey now, I said "remind me of requests already made", not "make completely new ones"! :ahhh:
While I'm all up for ideas and requests/suggestions anyways, it might not be the best of ideas to add yet further requests to my list right after I officially stated I'm already loosing track of the current ones. :laugh:


Maybe you should make idea/wish list on the first post? (and beside when it would be idea/wish list, would be alot easier to add new ideas so its not any promises...)
that would help you remember all the ideas as well you could arrange easily what to realize now/later or to not etc.

and of ideas, maybe female should have lighter wings/tail than males? (or maybe just more variation to choose from?) i think it would just be logical and... comfortable :spotted owl:

and for some reason when i play with female dragon, she doesnt get upperbody correctly, instead of using: D:\Bethesda\Oblivion\Data\Meshes\Characters\DrakeDragon\female\DragonUpperbody_dcpart.nif
, its using D:\Bethesda\Oblivion\Data\Meshes\Characters\_male\femaleupperbody.nif and by doing so my female dragon has UGLY mammalian [censored] :cryvaultboy:
i looked tes4edit and its saying there the correct locations there, all other features of body/drakemod works perfectly but this... and im using 0.0.7 from your first post of this thread.
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Yvonne Gruening
 
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Post » Tue Mar 29, 2011 11:01 pm

srry about more work drake :unsure:

i just thought a new idea here and there could help keep this going, after all, it has been a tad quiet lately.
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Victoria Bartel
 
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Post » Wed Mar 30, 2011 5:25 am

Maybe you should make idea/wish list on the first post? (and beside when it would be idea/wish list, would be alot easier to add new ideas so its not any promises...)
that would help you remember all the ideas as well you could arrange easily what to realize now/later or to not etc.

and of ideas, maybe female should have lighter wings/tail than males? (or maybe just more variation to choose from?) i think it would just be logical and... comfortable :spotted owl:

and for some reason when i play with female dragon, she doesnt get upperbody correctly, instead of using: D:\Bethesda\Oblivion\Data\Meshes\Characters\DrakeDragon\female\DragonUpperbody_dcpart.nif
, its using D:\Bethesda\Oblivion\Data\Meshes\Characters\_male\femaleupperbody.nif and by doing so my female dragon has UGLY mammalian [censored] :cryvaultboy:
i looked tes4edit and its saying there the correct locations there, all other features of body/drakemod works perfectly but this... and im using 0.0.7 from your first post of this thread.


That wishlist-idea might come in handy at times.

Actually females "do" have lighter wings and tails than males already, maybe just not that much. But could you elaborate the "more variation to choose from"-part?

This is a well-known bug, the upperbody slot control insists in not working properly for the current release. I should have fixed it already, but I have no means to edit my ESP at the moment, or try anything out that is.

No need to be sorry, Mr Smiles, you should know me better already.
It was just the combination of me telling I'm loosing track of existing requests I was already working on and humbly asking for help remembering them and then you posting yet even more ones... this just made me chuckle.

New ideas are always welcome, you should know that. But I don't think this project really "needs" anything to keep it going, as it's only that quiet lately because I currently have no means to do much, not that I'm out of ideas what to do.
Thanks to you people I actually have a massive amount of ideas in my mind and things I can't wait to try out... I'm just unable to do anything of it right now... and that hurts not just a little.
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Red Sauce
 
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Post » Wed Mar 30, 2011 8:32 am

That wishlist-idea might come in handy at times.

Actually females "do" have lighter wings and tails than males already, maybe just not that much. But could you elaborate the "more variation to choose from"-part?



of tails, maybe normal/light version, as mage lighter tail would be.. comfortable, or maybe even mage variant (something like red gold, has nice glows but maybe with other colors more magical?) and maybe smaller, different stats and.. well magic variant would be nice.. :blush:

as like on males lowerbody, its always nice to have variation to choose, maybe same could be with other parts of body too if you get new ideas?
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Haley Merkley
 
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Post » Tue Mar 29, 2011 9:25 pm

hey drake, did u get any ideas that can help you make the longer neck, but keep the armour from stretching?
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louise hamilton
 
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Post » Wed Mar 30, 2011 2:49 am

Half dragon's face should look simmilar to argonian or flat human face with large sharp toothed mouth :chaos:
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CORY
 
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Post » Wed Mar 30, 2011 1:47 pm

just an idle thought.... it might be cool if there was a "roar" pose or something, like, a pre-beserker thing, where they put away there weapon, roar, then start fighting with claws, feet and tail

i'm not asking you to do it drake, don't worry, i just enjoy speculating, and thought i would post it
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Rob Smith
 
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Post » Wed Mar 30, 2011 11:02 am

Half dragon's face should look simmilar to argonian or flat human face with large sharp toothed mouth :chaos:

You know that is exactly what Drake used to use. Twas not that long ago that he made his helmet head mesh followed by what is used now. :)
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CYCO JO-NATE
 
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Post » Wed Mar 30, 2011 12:19 am

I thought it would be nice to show some screens of the race going so far. :D

http://img576.imageshack.us/img576/9847/dragonforce.jpg
http://img202.imageshack.us/img202/2012/oblivion201004282032300.jpg - http://img685.imageshack.us/img685/5543/oblivion201004282033442.jpg

http://img688.imageshack.us/img688/1240/oblivion201004282034271.jpg
http://img638.imageshack.us/img638/779/oblivion201004282034332.jpg
http://img594.imageshack.us/img594/769/oblivion201004282035100.jpg

Obse v18 is no longer in beta now just so you know.
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Sylvia Luciani
 
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Post » Wed Mar 30, 2011 12:21 pm

I thought it would be nice to show some screens of the race going so far. :D

http://img576.imageshack.us/img576/9847/dragonforce.jpg
http://img202.imageshack.us/img202/2012/oblivion201004282032300.jpg - http://img685.imageshack.us/img685/5543/oblivion201004282033442.jpg

http://img688.imageshack.us/img688/1240/oblivion201004282034271.jpg
http://img638.imageshack.us/img638/779/oblivion201004282034332.jpg
http://img594.imageshack.us/img594/769/oblivion201004282035100.jpg

Obse v18 is no longer in beta now just so you know.

Now this trio is really looking great. Their expressions are just... :hubbahubba: !
I wasn't able to get some ingame-screenshots of the latest state myself, yet. So thank you very much for these!

I can also see the reported issue with the outer 2 phalanges on the wings quite clearly now and it's exactly what I suspected from the descriptions.
I'm already working on fixing this, but having visual proof now is of great support.

As for OBSE v0018, of course I know. But could anybody verify my scripts are still working with the latest stable release? Just for confirmation... and me having a more calm sleep. :angel:

So it's variation in tails, if I got you right, Vilku?... Hmm, I'm already redesigning the tail's shape because my dragon skeleton's rigging pose of the tail will be straight-downward, expanding the spine.
Also I was thinking about using the tail for variation in bodily "accessories"... like fins, horns, spikes, webbing (actually possible on all bodyparts)... all using the tail slot to make unique appearances of different sub-species of my dragons. Any "equipment" made by me to be worn on tails/wings (like armor and such) will then rather be equipped in the amulet slot, so it won't mess with the different tail appearances and bodily additions and hopefully still work for all of them.

No, unfortunately I didn't get any feasible ideas for the longer-neck-idea of mine yet, Mr Smiles.

Be careful with those head shape wishes though. Keep in mind it's still an insane amount of work to create another custom-shaped head mesh, even if it's only the same thing I did for the last one, it will still take a fair 2-3 months or longer to get it right... admittedly not something I'm too eager to take up right now.

As for the "roar pose"... well, that's actually something I was already thinking about in regards to the arm blades and retractable claws. As they're not covered by any animation as of yet, one single animation playing shortly can be used to "toggle" their pose. I was thinking of triggering some such move to "unsheath" the blades and claws right before going into unarmed close-combat. But only if you wish so, because you can of course still choose to fight rather civilized, like fist- or martial-arts-style. In my imagination it was looking close to a werewolf's howling pose. I think something like this would fit a dragon nicely before going into combat violent feral style.

Now I only need to finally buy a new pc so I would at least have a chance to give all these cool new ideas a try... :unsure:
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Cameron Wood
 
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Post » Wed Mar 30, 2011 2:52 am

Now this trio is really looking great. Their expressions are just... :hubbahubba: !
I wasn't able to get some ingame-screenshots of the latest state myself, yet. So thank you very much for these!

As for OBSE v0018, of course I know. But could anybody verify my scripts are still working with the latest stable release? Just for confirmation... and me having a more calm sleep. :angel:

no problem. :D

I would try to help check the scripts are working but I don't know where to start unfortunately.

Edit: Took some http://img52.imageshack.us/img52/8040/oblivion201004282354596.jpg and noticed the wings has a http://img709.imageshack.us/img709/3897/oblivion201004282359084.jpg to it.
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Brian LeHury
 
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Post » Wed Mar 30, 2011 2:36 am

no problem. :D

I would try to help check the scripts are working but I don't know where to start unfortunately.

Edit: Took some http://img52.imageshack.us/img52/8040/oblivion201004282354596.jpg and noticed the wings has a http://img709.imageshack.us/img709/3897/oblivion201004282359084.jpg to it.

Well, actually using OBSE v0018 and my mod without getting any noticeable runtime-errors would be all that's needed already.

Unfortunately this rigging issue is a tough one. It's caused by the membranes being rigged along the whole wing arms and the wing fingers folding it in one direction while the wing arms are folding in another. Actual "folding" is something impossible with simple rigging, but I was always thinking the membranes being some highly flexible material which will just shrink together when folded in would be suffice. Sadly in such extreme cases even this approach is not enough anymore.

Improving the rigging of this particular area of the membranes has caused a lot of headaches already, until I was forced to give up on attempting it for the sanity of my mind. :banghead:
I so damn want to fix it some way or another... but I didn't yet even come close to a feasible solution.
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saxon
 
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Post » Wed Mar 30, 2011 12:36 am

Well I havn't had any crashes so far and I'm running a fresh game with only your mod running at the moment.

I don't think it's too noticeable while playing but it was just somthing that caught my eye is all.

I found another problem related to the http://img64.imageshack.us/img64/3704/oblivion201004291741400.jpg. I checked between roberts and drakes meshes and there's a slight difference between them. (drake hands + roberts upper body and vise versa)
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Rachie Stout
 
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Post » Wed Mar 30, 2011 10:56 am

I always looked at it as the wing membranes folding up. I always thought it was supposed to do that. Wouldn't it do that in real life anyways? Look at a bat's wings when they walk.
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meghan lock
 
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Post » Wed Mar 30, 2011 6:01 am

Well I havn't had any crashes so far and I'm running a fresh game with only your mod running at the moment.

I don't think it's too noticeable while playing but it was just somthing that caught my eye is all.

I found another problem related to the http://img64.imageshack.us/img64/3704/oblivion201004291741400.jpg. I checked between roberts and drakes meshes and there's a slight difference between them. (drake hands + roberts upper body and vise versa)

That sounds like a confirmation to me. :twirl:

I noticed this small gap in your last screenshots as well. Did I accidentally also use the exported hand mesh and not only the claws for the latest update?... Normally I don't do that, as it's impossible to export the same mesh at exactly the same position twice, it's always shifted a very tiny but still noticeable amount after each export. This one however should be fairly easy to fix. I just need to replace the hand meshes in these files with the original ones from Robert's.

I always looked at it as the wing membranes folding up. I always thought it was supposed to do that. Wouldn't it do that in real life anyways? Look at a bat's wings when they walk.

Yeah, well, it was intended that way, sort of. But neatly folding up is one thing... forming a random spikey mess of polygones though... nope. :shakehead:
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Teghan Harris
 
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Post » Tue Mar 29, 2011 11:53 pm

all these ideas sound good :)

despite the fact i have no idea of what some of it means, but still, it looks great
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Joey Bel
 
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Post » Tue Mar 29, 2011 10:17 pm


Yeah, well, it was intended that way, sort of. But neatly folding up is one thing... forming a random spikey mess of polygones though... nope. :shakehead:


I really don't think it's a bad thing and is hardly noticeable. In fact, I didn't really even notice it myself until it was pointed out. I wouldn't worry about it unless you had some spare time to fix it at one point as an afterthought.

But then again, I can understand wanting to perfect it. I spent many hours perfecting my sword mods with just simply tiny details that I had to fix. Just look at how long it took me to do the spiky and fin alterations to your meshes!

Speaking of those alterations, did you want to use those in some way? I was going to release a mod for them but have decided not to make it public at this time, mainly because there's still some work needed to be done to package the whole thing and I want to finish out this other mod I've been working on for awhile now.
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Ian White
 
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Post » Tue Mar 29, 2011 10:36 pm

I really don't think it's a bad thing and is hardly noticeable. In fact, I didn't really even notice it myself until it was pointed out. I wouldn't worry about it unless you had some spare time to fix it at one point as an afterthought.

But then again, I can understand wanting to perfect it. I spent many hours perfecting my sword mods with just simply tiny details that I had to fix. Just look at how long it took me to do the spiky and fin alterations to your meshes!

Speaking of those alterations, did you want to use those in some way? I was going to release a mod for them but have decided not to make it public at this time, mainly because there's still some work needed to be done to package the whole thing and I want to finish out this other mod I've been working on for awhile now.

Yeah, I've learned to live with it either, but still it's bothering somewhat.

As for your alterations, no, I wasn't yet intending to use anything of it. With future development steps in consideration things might get quite different easily. It's not unlikely they won't fit the new body structure anymore anyways. But it will still take a while to even get said new body structure completed and working as intended. Then I'm still waiting for the additions to OBSE which will make the whole deal a hell of a lot easier for me. So don't expect anything of it too soon.

By the way, does anybody by chance know if it is possible to use a completely different mesh, rigged to some other bones even, as an actual "hairstyle"? If this would be possible, it would make life an immense amount easier again, because I could then be going to provide selection between different body-additions by the means of selecting hairstyles. Maybe there's even a way to get the CharGen idle to view you from farther away...
I would try this all out myself, if I was able to. Unfortunately I'm not, so maybe someone happens to know some of this already. :shrug:
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herrade
 
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Post » Wed Mar 30, 2011 6:34 am

By the way, does anybody by chance know if it is possible to use a completely different mesh, rigged to some other bones even, as an actual "hairstyle"? If this would be possible, it would make life an immense amount easier again, because I could then be going to provide selection between different body-additions by the means of selecting hairstyles. Maybe there's even a way to get the CharGen idle to view you from farther away...
I would try this all out myself, if I was able to. Unfortunately I'm not, so maybe someone happens to know some of this already. :shrug:

I havn't a clue.


I did find that the DragonFootWraps_dcpart.nif mesh from meshes->clothes->Drakedragon is a cause of extra feet that are black appearing when using the footwraps. I thought the cause was it had missing texture location set on it but it still was bugged, so I replaced the DragonFootWraps_dcpart mesh from meshes->clothes->Drakedragon with the DragonFootWraps_dcpart found in meshes->clothes->Drakedragon->male and that fixed it.
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Ebony Lawson
 
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Post » Wed Mar 30, 2011 2:54 am

As I understand it a "hairstyle" uses morphs to conform it to the head shape and there's a limitation of using either morph or bone animation, but not both, on any mesh. So you can make a "wig" that is rigged to bones, with no head conforming, or else a "hairstyle" that conforms, but doesn't animate. If the head has no shape morphs that the hair would need to match the wig would be the obvious option.
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Tha King o Geekz
 
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Post » Wed Mar 30, 2011 10:01 am

Well, I'm quite certain both, morphs and rigging, very well can be used on the same mesh at the same time, because all head meshes do it.
What I don't know though is if you can use a "rigged" (-only) mesh as an actual "hairstyle" so I could add certain features all over the body and let them be selected through the hairstyle option.
I can already do that (and also am doing it) via the tail mesh, but different tail meshes can only be assigned on a per-race basis. I want many different features selectable ingame by the user without having to create a few hundreds of otherwise-identical race records and clutter your list in CharGen though.

If you could assign a "wig" as an actual selectable hairstyle, I would be done already. But I don't know if the game does even allow a "rigged" mesh as a hairstyle... and I can't simply try it out myself right now of course.

Gadar, this is a well-known issue to me. I accidentally kept some texture paths inside the male footwraps NIF file directed to one of my development folders, which of course won't be present on your drive. In some rare but still happening cases "missing textures" is not indicated by "purple" meshes as it should be but the "missing normalmaps" superrules and you get "black" meshes instead. In some yet more rare but either still happening cases you even loose the "rigging" information on meshes with these issues showing. That's why you get black footwraps which aren't moving along with the feet in this specific case.

I mentioned this issue ("also fixes a faulty mesh in the 0.0.7 release") in the main description at the Nexus as well as in the file description of the Cloth Wraps Complete resource package, as this one should be able to fix it, replacing all faulty files with properly set up ones.

Now please tell me I didn't mess this repair-side-effect up as well by altering the folder structure in the process! :eek:
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Mizz.Jayy
 
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Post » Wed Mar 30, 2011 8:39 am

I mentioned this issue ("also fixes a faulty mesh in the 0.0.7 release") in the main description at the Nexus as well as in the file description of the Cloth Wraps Complete resource package, as this one should be able to fix it, replacing all faulty files with properly set up ones.

I redownloaded it just to check and I think the problem lies in the .esp which there is a link to the wrong footwrap file.
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Sophie Louise Edge
 
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