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Making a dazip of Kal Hirol armor?


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13 réponses à ce sujet

#1
rak72

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I made a module, put the Awakenings textures and data in the module and made a nice set of Custom Kal Hirol Armor.  It works fine on that computer, but I want to export it to a Dazip so I can switch computers and share it.  I've exported with & without dependent resources, but on the new computer it turns invisible when I equip it.  Any idea how I can export this so that it will work?

#2
DarthParametric

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Just posting to local only works for the local system (hence the name). You need to export a Builder to Player package (i.e. a DAZIP) in order for different systems to be able to install and use it.

#3
rak72

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Hi Darth, thats what I did. I tried first makind a builder to player package out of the local one that I exported without dependencie - it was invisable on the new computer. I went back to the 1st computer, exported with dependencies, made a Dazip, and it was still invisable

Edit - the kal hirol armor is from the awakenings campain - I want it to show up in the origional,

Modifié par rak72, 23 septembre 2010 - 03:23 .


#4
DarthParametric

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You need to provide some more details on your module settings and the item.

#5
rak72

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H Darth,
Computer # 1:
Made the module "gold Armor".
I copied core_ep1 data & texturs and placed that in the modules core folder.(I also tried placing them in the module cor/overide folder - that didn't work either when I transfered).

The gold armor module:
client script  -   none (should I check off something here?)
include in resource build  -  false
name  -  gold armor
script  -  goldArrmor_handler
UID  -  gold_armor
content module  -  none
extend module  --  single player (should that be different?)

Hierarchy = single player

the gold armor:
I made a new set of armor, and used the kal hirol texture from awakenings
module = core game resorces
owner module = gold armor

the script:
module = gold armor
owner module = gold armor

I exported both with & without dependent resorces.  It works fine in this computer.  Then I went to tools, builder to player package, checked:
doc/bio/da/addins...
I didn't put a check by packages...

I took the dazip to the new computer, and when I equip the armor, it is invisable.  If I copy and paste core_ep1 onto the overide folder of the new computer, it works fine.   But I think there must be a way to share it where the new person isn't coping & pasting stuff. 

If you can help, I would realy appreciate it - thanks

Modifié par rak72, 23 septembre 2010 - 04:18 .


#6
Karma

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Sounds like you need to include all the model files from awakening. Maybe the mao, msh, phy, etc.

#7
DarthParametric

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The Armor of Hirol's Defense is just a retexture of massive armour variant D:



http://dragonage.wik...l's_Defense_Set



Posted Image



Awakening would appear to use a new model variant, H, for this, using a new texture, pn_arm_masi_0d.



As satans_karma suggested, the invisibility issue stems from the inability of the game to find the appropriate model the UTI has specified. You need to provide some more specific details of that. Post a screenshot of the item loaded in the toolset.

#8
rak72

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Thanks guys, I'll post a screen shot when I get home tonight. The thing I don't get is, on computer 1 it works fine with the awakenings stuff in the armor module, but on the computer that I unzipped it on, it doesn't show. I take the same files that I put in computer1's module, and put them in the override folder of computer 2, & it shows up then. So its like those files aren't transferring when I make the zip.

Putting them in the override folder is bad because when I go to make a new warden, the chargen starts making an Orlesion warden.

#9
rak72

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Ok, some screenshots.  Let me know if I can put anything else that would be helpful.  The awakenings data isin the module's core folder.  I tried puting it into the core/overide folder & exporting it like that, but it still showed up as invisable on the second computer.  I realy thought that was going to work, because I was able to check all of the necassary folders when exporting, but no.

Posted Image

Posted Image

Modifié par rak72, 27 septembre 2010 - 11:14 .


#10
DarthParametric

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Origins can't reference Awakening assets like that as far as I know. It will need a custom named model that is included in the mod, as satans_karma said previously. Does the 2nd PC even have Awakening installed?

Modifié par DarthParametric, 28 septembre 2010 - 02:38 .


#11
rak72

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It does, Darth

#12
DarthParametric

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OK so I did a bit of messing around with it. I initially had the same in-game invisible model issue (although visible in the toolset) but I played around with the variation GDA ID numbers I was using and got it to show up in-game:

Posted Image

You might want to check that whatever IDs you are using are within the range you specified in the module settings.

Modifié par DarthParametric, 28 septembre 2010 - 08:11 .


#13
rak72

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Are you talking about the string ID #'s that are in the properties of the module?



String ID begin: 2079022271

String ID end : 2079032271

Srting ID last used: 2079022284

#14
DarthParametric

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Oh, I completely forgot about the high ID bug for variation GDAs. That could possibly be the issue. Although your issue of it working on one computer and not on another doesn't seem to fit with that.... Hrmmm... Best thing is just to post the DAZIP so we can dissect it.

Modifié par DarthParametric, 29 septembre 2010 - 04:16 .