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Posted

I will probably need to add some sort of scarf to hide the neck seam.

3 hours ago, datiswous said:

I wonder if it's somehow possible to make children/smaller humans/fat people/etc. Now everyone seems to have the same proportions.

There is one fat "inventor". A smaller character would probably need additional work like setting up AF.

It's only a model...

Posted

Thanks!

I don't like the default idle pose.

11 hours ago, kingsal said:

Btw, how are you doing the animation scale stuff?  

You just need to export md5.anim animation files with smaller scale:

image.png.d33d3311ea120e4beb0c14516294488e.png

 

  • Like 4

It's only a model...

Posted

I moved the entire upper part of the torso down a bit.

old_man_torso_fix.thumb.JPG.f5890f3d6c3500536d92aa73ff6a1543.JPG

This way his shoulders won't be as broad any more. As a result this character will be a little shorter than other NPCs. Still a lot taller than the player though.

stlucia(2025-09-2120-25-30)(-223.7-546_3368.25).thumb.jpg.19138cb92b41ca25097622c7507d816d.jpg

It's only a model...

Posted

I screwed up a little when I made the old rigging in Blender. With most Darkmod characters you can't really tell where the elbow is. In my animations there's an incorrect arm roll and the elbow is pointing in the wrong direction. But because all characters were dressed it didn't matter much. This model has wrinkly elbows so it's very noticeable.

That means I will need to reexport animations with a fixed arm rotation.

 

  • Like 1

It's only a model...

Posted

hmm, if the head had a beard, he could be used in my WIP...

Might also need clothing mesh that would suit a nobel walking around his manor in the evening, I got forget what they type of clothing is call though.

bhm_banner.jpg

Posted
4 hours ago, Arcturus said:

You can put a sky portal on an NPC.

Could actually be really interesting with the right sky portal. For example to make a more interesting looking fire elemental.

Posted

@datiswous sorry I meant sky box. Sky portal doesn't seem to work.

Blood decals do not spawn on top of the hair. Looks like it's caused by "alphatest" keyword in the hair material. When I remove "alphatest' then splats do spawn correctly. As you can see if I next bring back the alpha, then blood decals render nicely on hair.

Was this turned off intentionally? In this particular case it looks a lot worse without it.

stlucia (2025-09-24 23-34-36) (-226.17 -606.64 34.25).jpg

It's only a model...

Posted

I added forceoverlays keyword to hair material which fixed it.

I noticed that a lot of clothes on NPCs do not spawn blood decals.

I uploaded the old guy to repository. I created new .def and .mtr files. It can be moved if needed. I copied nobleman's definition. Some idle animations don't fit the character, like adjusting belt or eating peanuts so that needs sorting out. I uploaded 2048x2048 texture, figured it will be enough. I can upload 4096x4096 if needed.

  • Like 1
  • Thanks 1

It's only a model...

Posted

Very nice! Im definitely going to use this guy. Which repository is this uploaded to?  There are several official and unofficial these days. If you can, it would be helpful to have a link to the files in this thread so its easy to grab them. 

Posted (edited)

There are some other repositories besides the svn  : https://github.com/thedarkmodcommunity 

The github one seems useful : https://github.com/thedarkmodcommunity

Are you able to package all the files up and send them to me? It would be easier to integrate it into my own FM than trying to find all the files in the SVN. (im having a hard time finding everything)

Edited by kingsal

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