[WIPz] Antares' Creatures - Hill Giant

Post » Fri May 04, 2012 4:19 pm

I would like http://cdn.ilcinemaniaco.com/wp-content/uploads/2010/04/clash-of-the-titans-medusa-face.jpg.

Now that would be pretty dang sweet. Go right at it!
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Rob Smith
 
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Post » Fri May 04, 2012 6:15 am

Giant six: It's like getting hit with five Fus Ro Dahs at once.
Or a sledgehammer between the eyes.

Is there a possibility that this can be made into an NPC or a way for the giants to wield other weapons?
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Roisan Sweeney
 
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Post » Fri May 04, 2012 7:50 am

antares ive said it a million times but ill say it again, youre awesome man! i think this is the stuff that keeps morrowind longevity, because theres now always something new to see, with all the things TR and creatures XI can add to this game with the help of you and everyone else who busts their butts off, so thank you!
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Sylvia Luciani
 
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Post » Fri May 04, 2012 5:33 pm

Is there a possibility that this can be made into an NPC or a way for the giants to wield other weapons?
changing the weapon is quite easy in nifskope, Turning it to an Npc would require much more work.


antares ive said it a million times but ill say it again, youre awesome man! i think this is the stuff that keeps morrowind longevity, because theres now always something new to see, with all the things TR and creatures XI can add to this game with the help of you and everyone else who busts their butts off, so thank you!

nice to hear that :smile:
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flora
 
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Post » Fri May 04, 2012 6:04 am

Couldn't you also just delete the axe in Nifskope and toggle the weapon and shield option in the CS so it would use whatever weapon it had in its inventory?
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Baby K(:
 
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Post » Fri May 04, 2012 7:24 pm

That's a negative on that one. Removing his given weapon, regardless of weapon and shield being toggled on, causes him to not even attack you. He'll chase you around, but no attack animation.
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Kathryn Medows
 
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Post » Fri May 04, 2012 1:41 pm

this creature is like Hircine. He has a weapon (spear) that is attached to the model. He cannot make use a weapon he has in the inventory. He has that spear in his inventory, but he doesn't actually use it.
To make him use weapons, I have to rename some animation groups and make some new ones (equip/unequip). Moreover, I should also make new weapons for him, because the existing ones would be too small... so, the quickest way to make him use more weapons, is to replace the given one in nifskope.
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Angela
 
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Post » Fri May 04, 2012 6:05 am

this creature is like Hircine. He has a weapon (spear) that is attached to the model. He cannot make use a weapon he has in the inventory. He has that spear in his inventory, but he doesn't actually use it.
To make him use weapons, I have to rename some animation groups and make some new ones (equip/unequip). Moreover, I should also make new weapons for him, because the existing ones would be too small... so, the quickest way to make him use more weapons, is to replace the given one in nifskope.

Perfectly correct!!btw i had some questions i am seeking answers about : I mean can Equip and Unequip and One Handed,Two Handed Weapon animations be given to creatures if they are not Biped Creatures like Skeletons?Also Is allowing them to use weapons from inventory possible for creatures unless they are biped,i.e. they have same armature as races or is it that the weapons can appear in creatures hand if it has a NiNode as Bip01 R Hand the one present in Human armatures coz the weapon generally gets Bone Parented to that Node,so if the armature of creature even though is not same as human or beast one but has a Bip01 R Hand will it wield the inventory weapon similar to NPCs if it has the skill and the required animations??Or the armature needs to be exactly same as that to of Human races as is the case in Skeletons?Has anyone tested it earlier?
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Heather beauchamp
 
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Post » Fri May 04, 2012 4:25 pm

yes, even creatures with a not standard armature, may use weapons. See the sphere archer of tribunal. WHat has matter, is that the armature is named Bip01, and one of the bones is named Weapon Bone (it is where the weapon will be attached in game).
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Robert Bindley
 
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Post » Fri May 04, 2012 8:37 pm

By Weapon Bone Do you mean the Bone Should be named Bip01 Weapon Bone? also does the weapon appear where the Bone has been positioned or where the weapon is positioned in its own .nif?,i hope its not the latter.Also does the weapons player and NPC use works the similar way? i mean the weapon gets parented to an automatically generated bone named Bip01 Weapon Bone at the place where Bip01 R Hand exists coz the Bip01 Weapon Bone does not exists in default armature of races.
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Sasha Brown
 
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Post » Fri May 04, 2012 6:17 pm

By Weapon Bone Do you mean the Bone Should be named Bip01 Weapon Bone? also does the weapon appear where the Bone has been positioned or where the weapon is positioned in its own .nif?,i hope its not the latter.Also does the weapons player and NPC use works the similar way? i mean the weapon gets parented to an automatically generated bone named Bip01 Weapon Bone at the place where Bip01 R Hand exists coz the Bip01 Weapon Bone does not exists in default armature of races.

By Weapon Bone Do you mean the Bone Should be named Bip01 Weapon Bone?
- simply Weapon Bone

also does the weapon appear where the Bone has been positioned or where the weapon is positioned in its own .nif?,
- appears attached to the weapon bone but the position and rotation in nifskope have matter. If you rotate the weapon in nifskope, will appear rotated as well in game.

Also does the weapons player and NPC use works the similar way?
- yes, the player and Npc work the same way. The weapon bone can be found in the base_anim.nif and in any creature that may use weapons (see the goblins)

By the way, are you working on something that would require this?
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patricia kris
 
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Post » Fri May 04, 2012 4:43 am

Thnx for the information i do have some plans to implement these things in future mods especially Combat Redefined II,never happened to see base_anim.nif in detail,so if base_anim.nif contains that Weapon Bone can i manipulate it in creating Attack or Idle animations for player?
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Invasion's
 
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Post » Fri May 04, 2012 12:54 pm

Idle animations do not work on player. Attack anim yes, but attack will change also for any other npc and the creatures that use this file (dremora, skeleton, golden saint etc)
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Jynx Anthropic
 
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Post » Fri May 04, 2012 1:56 pm

wow i just discovered your creatures and i love them! iam using the draugr deathlord, hill giant, frost giant and frost monarch and they are very well done and fit in with the vanilla creatures. thanks for not adding them to the leveled list and not giving them overpowered loot!
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Miss K
 
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