Joseph_Anthony wrote...
But yeah, even if I made a new variant so as to set the stock armors in question to the new variant, it looks like all of the 'variants' use the same model to begin with (thus I don't know if my new variant could even use the custom mesh). Sigh.
No, that isn't correct. It goes rather like: (this is another wild guess)
* the variant file, let's say it's named
armor_light_variation_myarmour (bold part is fixed prefix, as defined in 2da_base) defines following variation: "My Armour A" with modeltype = arm, modelsubtype = lgt and modelvariation = myarmoura
* the game uses this definition to determine that if an item of type Light Amour is assigned variant "My Armour A" as appearance, then the actual filename for the model when worn by say, elf female, is going to be: ef_arm_lgtmyarmoura_0.mmh (the _0 is the highest level of detail but it could be _2 or _3 instead)
* now, the actual *.msh file associated with this appearance is defined in this *.mmh file. Current DA armours have all assigned single mesh per armour type, but you can just as well have each of these variants link to completely different *.msh. For example, as part of a mod i changed the *.mmh for Dalish armour variant to point to custom mesh instead of the default one, and it works -- all other light armour variants use the stock model as their *.mmh files tell them, but the Dalish armour uses my custom mesh.
edit: the *.mmh file is just a description of sorts, it defines the skeleton assigned to the model, the actual mesh assigned to the model, the materials assigned to mesh surfaces etc. The *.msh files store actual 3d shape data referenced by the *.mmh files.
edit2: if all you're trying to do is to override mesh for certain already existing variant, then just editing *.mmh file to link to your own mesh should suffice here. Check out
http://social.biowar...m/project/2240/ for example of that.
Modifié par tmp7704, 06 avril 2010 - 03:26 .