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Replacing Robes With Armor - Missing Hands and Feet


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#1
JackArbiter

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I've tried countless ways to replace robes/clothing  with armor or even body parts (to basically reskin all the non-armored npc's). I've gotten to the point that if I replace enough .phy and .mmh and .msh files it will pull the torso, upper arms, and upper legs of whatever I'm replacing. I've even modified clothing_variations to pull specific files (which again, only pulled torsos), and tried routing the clothing_variation label to worksheets like naked_variation or armor_light_variation (got someone's arms pulled into the game, i'm assuming it just happened to pull that ID int).

Does anyone know if there's a way to make clothing and robes call not only torso files but gloves and boots as well?

#2
tmp7704

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As far as i can tell robes/clothing are special type of garment, covering both the torso slot as well as the gloves/boots, appearance-wise. I may be completely off base here, but if you're trying to replace the robes on character with something else, couldn't that be done "simply" through taking their current garment from the creature inventory and handing them a set of chest, gloves and boots instead?

#3
JackArbiter

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 Hmm, this I do not know how to do. I'd have to do it for everyone, I was hoping for a simple reskin of the whole shebang.

At one point I combined torso boot and glove meshes but was only able to export the bone structure of the torso (using the blender import export script on danexus) so the characters ended up with crazy tentacled legs and feet going everywhere. Also tried replacing clothing variation by labeling all the variations as worksheet strings rather than models, hoping the models within the worksheets would be called... but no, alas, I guess you'd still need to rig it to seek multiple ID's rather than just one.

There's not some place to replace integers that are called by  robes with multiple integers of torso, gloves, boots? Or a way to maybe addend a torso file so that it also contains bone structure for gloves and boots (without like a thousand hours of manual work?)

Thanks for the help so far, I guess I could go through each and every area and mod each and every npc, though I have no clue how to do that :lol: it'd be better than nothing.

#4
tmp7704

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JackArbiter wrote...

 Hmm, this I do not know how to do. I'd have to do it for everyone, I was hoping for a simple reskin of the whole shebang.

Manually, it's done in the Creature editor -- there's an "Inventory" button for the creatures which allows to give them items, and also set these items as "equipped".

I'd imagine some sort of semi-automatic solution would be having script which runs when the area is being loaded, and which checks the npcs and takes away the clothing/robes and hands as well as equips the armour pieces instead. I'd be wary of going this route though, since the more automated the reskin the more wide the results and well, don't know if it makes much sense to have everyone run around in armour.