There's a certain half-elvent haircut that I'd like to have available for tieflings.
I may be able to create a version of it with horns, btu this isn't guaranteed.
In general, what needs to be done to make an extra haircut available?
Additional teiflign haircut
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Re: Additional teiflign haircut
Thanks for the info, I probably needed to mention that I have plenty of experience with blenderchambordini wrote:You need blender and the mdb plugin for blender installed on it (look in the nwn vault).
You import your favorite set of horns (horns are part of the hair mesh, so just pick the vanilla hair mdb, you're gonna have to extract nwn2's model folder in the game dir and find it, file will be named like P_HTM_Hair01.mdb or HTF if it's female. ( More in depth info on that here. http://nwn2.wikia.com/wiki/Model_Naming_Conventions ) I also recommend the 'mdb viewer' program to browse through the mdb faster in the windows file explorer.
When you're looking at the hair with the horns you want, it might be the trickiest part there, if you have no experience at this, you'll have to separate the horns part of the mesh (which will be called p_htm_hair01 or similar) from the hair mesh, after you've googled how to do that and it's done though, delete the rest of the hair, leave all the other objects from the scene, which should include a set of horns named p_htm_hair, a p_hhm_skel object, and htm_hair_pony_dummy01, the latter is important so it works with hats and such.
You can delete the _L01 _L02 I suppose, it's a performance related optimization but none of the custom assets we use have them. I suppose if you really wanted you could use the ones from the half elven hair but chances are if it's one of the newer hairs it doesn't have those objects.
Then you import the half elven hair you wanted (ours are in bg_hair_face.hak) and combine the p_ehm_hair# mesh to your horns mesh, again, google will help, I'd have to google it myself, I'm not a professional
delete all the other half elven objects, you'll know which are which from the names. Be careful with the skeleton objects though, they might share the same name, so in the end just look that the hair mesh that is a combination of horns and elf hair has the p_hhm_skel object attached as a modifier, if the hair object doesn't have any modifiers you'll just add a new armature modifier and pick the p_hhm_skel to be used.
After all is done and you solved the uv map/texture problem below just export as an MDB, make sure you use a number on your new mdb that isn't used already in our files, and that before that the objects are named accordingly to that number.
As I wrote this I realized you'll have another obstacle with the textures. The horns and the half elf hair use two different uv maps. You might merge the two uv maps by naming them the same, this is before merging the two meshes, and then you'll need to separate (so they don't overlap) the horns in their placement on the uv map, and then, place the horn part of the original tiefling texture on the half elf texture file.
This probably isn't very clear but I haven't had coffee yet

What I wanted to know is what needs to be done to get custom hair accepted on bgtscc (relatively quickly). Basically whether just making custom models, packing them into archieve will be sufficient, etc. or if there's more to it.
Speaking of blender part the import/export plugin I had few issues (fixed one one of them - incorrect naming of UV maps upon import), one of which is that it seems to be unable to auto-load textures upon import of model for me. But this is something I can probably fix as well.
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Re: Additional teiflign haircut
I'm getting black texture upon import into blender, even when the texture is present in the folder. I've tried debugging this one, but put it on hold. Could be something silly (like one letter being different), or could be some API change that hasn'tb een reflected in the plugin.chambordini wrote:Oh good, if you're getting the purpled texture, update your plugin version maybe, I stopped having to workaround that after a while.
Alright I'll post it here or poke you directly if I have something to show.chambordini wrote: As far as getting it into bg, just send it? I'm the only one implementing that stuff atm. There's no app or something.
Thanks for the response.
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Re: Additional teiflign haircut
To be honest, gnomes and half-orcs and dwarves (especially gold dwarves) could all use a little love in the hair and face departments. Tieflings too, but not nearly so much as the aforementioned races.
I'm sure the other planetouched (the genasi, specifically) would enjoy new hairstyles as well.
I'm sure the other planetouched (the genasi, specifically) would enjoy new hairstyles as well.
- athornforyourheart
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Re: Additional teiflign haircut
Khazrak wrote:To be honest, gnomes and half-orcs and dwarves (especially gold dwarves) could all use a little love in the hair and face departments. Tieflings too, but not nearly so much as the aforementioned races.
I'm sure the other planetouched (the genasi, specifically) would enjoy new hairstyles as well.
These are all in the works. The media team will provide an update when we near completion.
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Re: Additional teiflign haircut
Haircuts submitted for approval via PM to chambordini, athornforyourheart, media team.
- athornforyourheart
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Re: Additional teiflign haircut
Thank you for your submissions NegInfinityNegInfinity wrote:Haircuts submitted for approval via PM to chambordini, athornforyourheart, media team.

Any contributions are always welcomed!
- CommanderKrieg
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Re: Additional teiflign haircut
Great look Neg. I took a look at the file. We've had a few issues with hair added to the game lately. It seems to be a weighting issue that causes a line to be drawn to the screen. We even have a hairset that makes people crash. (since removed)
I'm going to test it first before we can give it the go. Please bump me in a couple days if you dont hear anything from us.
Media Team
I'm going to test it first before we can give it the go. Please bump me in a couple days if you dont hear anything from us.
Media Team
-Insert profound statement-
Out of good ones.
Out of good ones.