So, I'm completely new to modding, but I like to think of myself as a quick learner. However, I'm stumbling into some things that just make NO sense. After a week of fruitless searching on the Internet for help, I've decided the most I can do is put all my questions in one place and see what happens:
1) I cannot render lightmaps. Yes, I have Python 2.5.4.4. Yes, I have Vista64 and am running the Windows32 extensions. Any other ideas why this isn't working? I still get the same "EclipseRay stopped working" problem.
2) I want a character to turn around during a conversation and then STAY turned around. Can this be done with conversation + stage, or do I have to go to inserting cutscenes for this? There's no Wiki documentation on this.
3) The most frustrating of all: I have created an entirely new organization for my mod, but want to give them some unique armor so they stand out (kind of like Templars). All I want to do is just apply some differently covered tints to existing armor models (in this case, Massive Armor Type C). I'm not trying to make entirely new shapes or anything. This is just a tint override. However, I followed that tutorial on the Wiki, and am getting no results whatsoever. The tint overrides just turn my armor to a solid gray. Furthermore, when I load the armor in the game, even without any tint overrides, they still show up in solid gray. Does anyone know what's going on here?
Thanks for any help you can give.
P.S. Is making new spells that difficult? I haven't really looked at any documentation on that yet, because I'm not that far yet in my mod, but should I be worried? I'm fine with complex, but the seemingly glitched/broken (such as above) is another thing.
A few questions that are hopefully basic
Débuté par
IriathZhul
, juin 12 2010 06:50
#1
Posté 12 juin 2010 - 06:50
#2
Posté 12 juin 2010 - 10:17
Hi,
I think I might be able to help you with question #2.
With only using a stage, I believe you could fake that by having two "places" with the right orientation for the character and then changing the place-to-tag mapping in the stage under the conversation's cinematics tab when it's the right time. You can probably do it with cutscenes, but it would seem like extra work to me.
E.g., Conversations->Broken
Circle->cir220ar_tower_level_3->cir220_desire.dlg.
Then open the stage 3p_200_desire_demon.stg and note how there are different positions for
when it's confronting the player or not.
There are probably many other examples for that too, but that's just one I remember having a setup like that.
EDIT: if you mean stay turned around after the conversation ends, maybe you need to look into the ambient AI for the NPC... not really sure tbh.
I think I might be able to help you with question #2.
IriathZhul wrote...
2) I want a character to turn around during a conversation and then STAY turned around. Can this be done with conversation + stage, or do I have to go to inserting cutscenes for this? There's no Wiki documentation on this.
With only using a stage, I believe you could fake that by having two "places" with the right orientation for the character and then changing the place-to-tag mapping in the stage under the conversation's cinematics tab when it's the right time. You can probably do it with cutscenes, but it would seem like extra work to me.
E.g., Conversations->Broken
Circle->cir220ar_tower_level_3->cir220_desire.dlg.
Then open the stage 3p_200_desire_demon.stg and note how there are different positions for
when it's confronting the player or not.
There are probably many other examples for that too, but that's just one I remember having a setup like that.
EDIT: if you mean stay turned around after the conversation ends, maybe you need to look into the ambient AI for the NPC... not really sure tbh.
Modifié par FollowTheGourd, 13 juin 2010 - 12:19 .
#3
Posté 13 juin 2010 - 06:29
no need to edit the AI, it's a small simple script that's needed in the conversation. doing it with stages gives you better camera controls.
#4
Posté 13 juin 2010 - 02:16
Hm, I just figured the ambient AI might control what they do after the conversation (if you wanted them to stay put), but as I said I haven't really looked into that - so might as well forget I mentioned that
. I guess there's this thread too, suggesting the stage-place should be kept anyway: http://social.biowar...1/index/2860343
Modifié par FollowTheGourd, 13 juin 2010 - 02:41 .
#5
Posté 14 juin 2010 - 07:42
Well, #2's not really a problem anymore, since I tweaked the conversation and eliminated the need for the turnaround. Thanks, though!
#6
Posté 24 juin 2010 - 04:25
I don't know if you figured out #3 or not, but there are a couple things that I remember getting hung up on when I was creating tints for the first time. I don't know if they'd cause the issue you're having though.
First: Don't create a tint from scratch. Use an existing armor tint file (like t3_arm_drb.tnt) as a starting point, change the existing colors to your custom colors, and then rename the file.
Second: Use the "post to local" function.
Third: Since you don't really need a module to use a custom tint, you can just drop the custom tint files into the ...\\packages\\core\\override folder.
First: Don't create a tint from scratch. Use an existing armor tint file (like t3_arm_drb.tnt) as a starting point, change the existing colors to your custom colors, and then rename the file.
Second: Use the "post to local" function.
Third: Since you don't really need a module to use a custom tint, you can just drop the custom tint files into the ...\\packages\\core\\override folder.





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