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#1
ChickenDownUnder

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What/Where coding is it that controls what armor shows up on the character portrait pic thingy?

And what is the inventory subgroup number for the hidden inventory slot?

Yes, I know these are simple questions, but it'd take me hours to figure it out when I know somebody out there already knows. :(

#2
Proleric

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Did you mean the armour shown in the Character Generator, which also appears in your portrait? That's determined by the templates in the background 2DA - see tutorial.

Here's a list of inventory subgroups. I'm not sure where the game holds this information, as I can't find it in a 2DA.

What did you mean by the "hidden inventory slot"? I'm aware of a cloak slot and a couple of Shale slots which aren't used anywhere, and the Bite slot which players never actually see, but perhaps you didn't mean that sort of slot?

Modifié par Proleric1, 30 octobre 2010 - 07:56 .


#3
alschemid

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oh! Now I have a question too.

I'm aware of a cloak slot and a couple of Shale slots which aren't used anywhere

Is it possible to make this cloak slot work? I mean appear in the inventory and make the character wear the cloak if I make the a cloak model or the armor pieces are limitaded by the armordata.2da?

Modifié par alschemid, 30 octobre 2010 - 09:15 .


#4
Proleric

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All the comments I've seen suggest that making cloaks work would be virtually impossible (but I'm no expert).

#5
ChickenDownUnder

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Difficult, but not out of the realm of possiblity. With some definite compatibility issues though depending on how you do it. In order to avoid major clipping and floating issues you'd have to make 3-4 different cloaks for the different armor types. I've got a currently in-progress theory that it'd actually be easier just to make completey custom armor with a cloak already attached.

Proleric1 wrote...

Did you mean the armour shown in the Character Generator, which also appears in your portrait? That's determined by the templates in the background 2DA - see tutorial.


Okay, so if I wanted the game to show whatever helmet/hat besides the armor, than I should be able to in the background 2da. In theory. In very nice dreams.

Here's a list of inventory subgroups. I'm not sure where the game holds this information, as I can't find it in a 2DA.

What did you mean by the "hidden inventory slot"? I'm aware of a cloak slot and a couple of Shale slots which aren't used anywhere, and the Bite slot which players never actually see, but perhaps you didn't mean that sort of slot?


That list is exactly what I needed. I really wish that wiki was better organized. I have a hard time finding what I need on it.

Hidden inventory slot: As in a slot in the inventory that players can't see or have easily access to, but that the game sometimes uses to "equip" things onto a character. Most games usually have at least one of these, that can then be used by a modder if say... he or she wanted to create a cloak but didn't want to use the typically player available equipment slots.

#6
DarthParametric

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The reason people say cloaks are impossible is not the models, which are easy enough, it's the fact that proper cloaks require animation. There are no existing rigs or animations that would allow this to be done properly, which would require making all new rigs and all new animations and that's never going to happen. So yes, you could easily make a new armour model with a cloak, but the cloak is going to be fairly static.

#7
alschemid

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DarthParametric wrote...
There are no existing rigs or animations that would allow this to be done properly.


I have made the rig and model for the cloak in a chest armour piece, and I am willing to go through the most basic animations to make it work most of the time, so I got it all covered.

But then I see that there is a cloak bodypart.2da which means I could instead of using the chest part with the cloak's model and rig... perhaps make a rig/model for only the cloak and the game would put it all together as it does with all the other human parts (head, eyes, chest, boots, gloves, etc)....but I see also that in the armordata.2da there is no cloak column and since in this 2da includes even clothing and creatures it appears it wouldn't account for the cloak piece, no matter how much I want it.

So could it be possible have a cloak model/rig file that would be put together by the game as it does with the human/armour parts because I am missing something else?

My other question is is it possible create a new slot in the inventory to make the character wear the cloak once I have the model working?

Modifié par alschemid, 31 octobre 2010 - 12:30 .


#8
Proleric

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ChickenDownUnder wrote...

Okay, so if I wanted the game to show whatever helmet/hat besides the armor, than I should be able to in the background 2da. In theory. In very nice dreams.

Armour is a breeze. Make a creature template in the toolset. Equip it to your taste. Replace the template name in the 2DA (it appears twice). Job done.

Helmet/hat is not so easy. If the template includes an equipped helmet, the player wears it in the character generation screens and in game, but not in the portrait. I suspect this is hard-coded in the engine, since I can't find any portrait-related scripts.