Aller au contenu

Photo

Character creation screen - characters appear all black


  • Veuillez vous connecter pour répondre
3 réponses à ce sujet

#1
Belhene

Belhene
  • Members
  • 19 messages
Hi! I posted this here , but since I got no replies, I'm starting a new topic.

I've just started with the toolset (I'm not very handy regarding scripting). I'm using this script to load the character creation at the beginning of my standalone module:

#include "global_objects_h"
 
void main()
{
// keep track of whether the event has been handled
int nEventHandled = FALSE;
 
event ev = GetCurrentEvent();
switch(GetEventType(ev))
{
case EVENT_TYPE_MODULE_START:
{
// preloads resources needed for character generation
PreloadCharGen();
 
// initiates character generation
StartCharGen(GetHero(),0);
 
break;
}
}
 
// if this event wasn't handled by this script fall through to the core script
if(!nEventHandled)
{
HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
}
}

It works fine, but the thing is that in the character creation screen, the character appears completely black. The portrait looks ok. If I "blindly" design the character, in the module he/she appears perfectly fine.
In my normal Origins or DLCs games, the char creation works just fine.
Help, anyone?

Modifié par Belhene, 13 septembre 2010 - 08:27 .


#2
BloodsongVengeance

BloodsongVengeance
  • Members
  • 590 messages
heyas;



is everything else in your module accessible by the game (exported to the override)? i had this happen occassionally when i was working on making my module load and the cutscenes run properly. i didn't change the starting script to fix it, so i don't think that's the problem. after you create the character, does the module load and run properly?


#3
Belhene

Belhene
  • Members
  • 19 messages
Yes, after I create the character, it loads and runs properly.

I'm not sure what should I export and what I shouldn't export to the override, I'm kinda lost in that sense =P

#4
BloodsongVengeance

BloodsongVengeance
  • Members
  • 590 messages
heyas;



well, as im not sure what causes/fixes it, i can only guess. but here's how i do mine...



i usually have an area and a cutscene; a couple of placeables with scripts. so i export the area and/or the cutscene WITH dependent resources. that will usually grab the placeables used in them. however, it may not grab all the placeable scripts. or anything you think it might have missed, you can exoprt WITHOUT dependent resources. to be absolutely sure, you can export every custom thing you made (added to the palette) with dependent resources.



check the log window for where it exported all your stuff. there are 3 different directories it can use. the one where it threw all the game default scripts, you can ignore. there are two toolsetexport directories. everything in those needs to go into your game override directory.



or, basically, you need to export everything to the override :/ the game can't read your module from the toolset database.