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Getting Clothes (Noble and Peasant) to Allow Accesories to Display


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#1
Talisander

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So I've decided I want to get some clothes models in the game behaving more like other equipment, because some of the clothes models, when tinted well, look a lot better (and less repetetive) than the mage robes.


I actually don't care so much about gloves and boots, since there will probably be clipping issues, but it seems weird to equip a helmet and have it not show up.


So my question is, where do I start to get clothing models to display helmets when they are equipped?  I'm guessing it's somehwere in the .mmh, but has anyone looked into this?  Anyone have suggestions on the fastest way to do it?

And please, no witty retorts about why would you want to display those god-awful hats in the first place -- I happen to be working on new ones :)

Thanks for reading,

Alex


*edit* actually, it seems it's only certain models that won't display helmets....  I think I can work around them... so, uh... never mind!


*edit no.2*  if anyone does know what data controls this, though, and wants to share, I'd still be interested in hearing it explained.  I probably won't be able to resist trying to get gloves working with clothing in the future.

Modifié par Talisander, 07 août 2010 - 08:29 .


#2
Eshme

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Do helmets not equip? I thought in the toolset you can have both clothes and helmets both.

#3
tmp7704

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As far as i can tell the clothing overrides chest, legs and hands slots. The head slot isn't affected so it should still show all types of headgear.

#4
Talisander

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Sorry, I should have edited my whole post rather than just leaving those notes at the bottom --



Basically, I realized I had just assumed that based on one quirky experience. But if anyone does know how to keep clothes from overriding, say, the hand slot, let me know and I'll put it to use.

#5
tmp7704

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Suspect this is hardcoded in some way based on the type of the clothing/armour, similar how the helmets appear hardcoded to remove either the "hair" part of the skull or entire head sans eyes depending whether it's light or heavy helmet etc.

For what's worth, if i'm not mistaken a massive armour "robe" item like Templar armour will override the leg slots, but not gloves which are a separate item. But then being a "massive armour" class item is likely to add associated stregth requirement and the armour stats.

#6
DarthParametric

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You can use helmets with clothing no problem:



Posted Image



To be able to use gloves and boots, you have to make new clothes models with no hands and feet at the very least. Possibly you'd also need to do some GDA editing.

#7
FergusM

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tmp7704 wrote...

Suspect this is hardcoded in some way based on the type of the clothing/armour, similar how the helmets appear hardcoded to remove either the "hair" part of the skull or entire head sans eyes depending whether it's light or heavy helmet etc.
For what's worth, if i'm not mistaken a massive armour "robe" item like Templar armour will override the leg slots, but not gloves which are a separate item. But then being a "massive armour" class item is likely to add associated stregth requirement and the armour stats.


I think it's more tied to the model than anything else, but for what it's worth you could always create your own item type by editing the 2DAs. :)

#8
tmp7704

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Not sure it's the model considering the same custom mesh would either cover/disable the hand+legs slots or not, depending if it was defined as variation of clothing, or medium armour in the .gda.

edit: oh and i got caught up in previous reply in trying to find way to specifically leave just the hands slot uncovered. If the goal is to have the item leave both the hand and leg slots, then setting it as light armour variation can be ok. Though again, that'll cause resulting item to have some armour value and associated requirements, if it uses a default material.

Modifié par tmp7704, 08 août 2010 - 02:57 .


#9
Talisander

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Oh wow, I didn't realize I could just experiment with the 2DAs. Thought it must be in the model. Thanks guys!



Alex

#10
FergusM

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Hrm, I myself was just talking about the armor stats, I didn't realise anything could be done with removing hands or feet.

EDIT: Yeah, I don't know where the body part override is specified, but  I don't think it's anywhere in 2DAs.

Modifié par FergusM, 08 août 2010 - 09:12 .


#11
tmp7704

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Ahh yes, you could likely create your own material(s) and assign that to the items instead of the default ones, to get around items gaining stats/requirements from being put in armour category. Though that in turn would probably affect things like being compatible with the dye kit and such, so i guess it's something to decide on case by case basis.