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parts_*.2da ACBonus order


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#1
Shadooow

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Hey, I am currently working on fixing large phenotype model parts and Im new into this.

So I have search on old bioware forums so now I understand that ACBonus works as order for specific parts and that row number in 2da corresponds to model name.

However it doesn't correspond exactly and I still have questions:

- if multiple parts have exactly the same ACBonus, whats the order then?
- if I would changed the numbers in order to be better understandable for custom content creators, could I broke anything? Could old item parts been changed retrospectivelly etc? Assumed that I wont change the order, just numbers to not be same.

thanks

#2
Calvinthesneak

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It depends on where you are scrolling through models.

In the toolset it strictly scrolls based on the AC values. If you have a bunch of values of 8.0 full plate pieces, I belive it scrolls through them in order from lowest model number.

If you're using something like a customizer that reads a 2da, they of course simply scroll based on model number filtering based on the whole number portion for chest pieces. All other parts simply scroll on model number.

One of the things I tend to do is make the ACBonus column matches the model number.

[nwscript]
Model CostMod ACBonus
1 **** 0.01
....
....
99 **** 0.99
100 **** 1.00
....
....
254 **** 2.54
255 **** 2.55

[/nwscript]

I'm not on my machine with all my nwn files, or I'd show you a better example. The ACvalue won't affect the models in any way, they simply reflect order of toolset scrolling, save the chest, which needs the whole number to determine the AC for the whole armour.

#3
Calvinthesneak

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May want to see the first few posts here too
http://social.biowar...1/index/6256661

#4
Pstemarie

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You won't break anything by changing numbers - its only used for indexing. If two lines use the same ACBonus then the engine defaults to the 2da row number.

I believe the only exception to this is the chest node.

#5
Shadooow

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Calvinthesneak wrote...

If you have a bunch of values of 8.0 full plate pieces, I belive it scrolls through them in order from lowest model number.

Well, I though that too, but it doesn't seems to be it, I am looking for leg part number 9 in toolset and can't find it, based on this it should be the 006, but it wasn't.

This is default parts_legs.2da

    COSTMODIFIER  ACBONUS 
0    0             ****    
1    0             0.00     //1
2    0             ****     //strange 002 exists
3    0             0.03     //6
4    0             0.14     //8
5    0             0.35     //12
6    0             0.28     //9
7    0             0.49     //13
8    0             0.03     //7
9    0             0.49     //14
10   0            0.59     //15
11   0            0.34     //10
12   0            0.34     //11
13   0            0.00     //2
14   0            0.00     //3
15   0            0.00     //4
16   0            0.00     //5
17   0            ****    
....
62   0            ****    
63   0            0.90     //model 063 for legs does not exist
64   0            ****    
....
185  0            ****    
186  0            0.60     //16
...
nothing more valid


look into my comments, the problem is that with trial and error I discovered that 010 is part shown in toolset as 14 instead of 15. Also 9 isn't 006, neither 011 or 008...

Also it seems that model 002 is from some reason excluded from list though it exists and model 063 on the contrary doesn't exists.

Modifié par ShaDoOoW, 01 mars 2011 - 07:45 .


#6
Calvinthesneak

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model 63 should exist as a default bioware model.

Model 02 is the tattoo part?

#7
Pstemarie

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Looked through some old notes I found:

Part 000 - invisible (non-existant) model
001 - non-tattoo
002 - tattoo
255 - skeleton

These numbers are set in stone. Setting up an ACBonus value that relocates one of these resources will do odd things to your game.

Part 000 is always counted as the first item regardless of its ACBonus value.
Part 001 and Part 002 must always be the second and third items indexed.
Part 255 must always be the last item indexed.

I am not 100% convinced of the validity of this information because there does seem to be some hard-coded elements at play. Note also that some parts do not render for all sexes/phenos - the models do not exist.

Modifié par Pstemarie, 01 mars 2011 - 07:47 .


#8
Shadooow

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Calvinthesneak wrote...

model 63 should exist as a default bioware model.

Model 02 is the tattoo part?

Hmm you are correct with the tatoo and with that idea I guess I counted it wrongly.

    COSTMODIFIER  ACBONUS 
0    0             ****    
1    0             0.00     //0 //skin
2    0             ****     //tatoo
3    0             0.03     //5
4    0             0.14     //7
5    0             0.35     //11
6    0             0.28     //8
7    0             0.49     //12
8    0             0.03     //6
9    0             0.49     //13
10   0            0.59     //14
11   0            0.34     //9
12   0            0.34     //10
13   0            0.00     //1
14   0            0.00     //2
15   0            0.00     //3
16   0            0.00     //4
17   0            ****    
....
62   0            ****    
63   0            0.90     //16
64   0            ****    
....
185  0            ****    
186  0            0.60     //15
...
nothing more valid

I have not tested it yet, but it does makes sense.

The legs063 really exists but only for normal phenotype (I have worked with large one), so that was it!

Modifié par ShaDoOoW, 01 mars 2011 - 07:53 .


#9
TheSpiritedLass

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If you would find it helpful, I have a Word doc with all of the Bioware body parts as a cropped screenie. Under the image is the number in the toolset as well as the actual model number. It has all the body parts, robes, cloaks and helms for both genders. Only thin pheno though. The whole 'what number is it really' thing drove me bonkers. Basically the same thing as your 2da comments, just with a visual image of the model.
Posted Image

#10
Shadooow

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Lol, why it isnt on the vault and stickied here already? :devil:

#11
TheSpiritedLass

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Well an old old version is up on the vault. Old as in from 2005 from the looks of the time stamp. The current one is still on my hard drive full of hak data and todo notes. ;) If you found it useful I'll make a non-hak content Vault version sooner rather than later (as I had planned).

#12
Shadooow

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[quote]ShaDoOoW wrote...

[quote]Calvinthesneak wrote...

If
you have a bunch of values of 8.0 full plate pieces, I belive it
scrolls through them in order from lowest model number.[/quote]Well, I
though that too, but it doesn't seems to be it, I am looking for leg
part number 9 in toolset and can't find it, based on this it should be
the 006, but it wasn't.[/quote][/quote]
Just tried my last suggestion to self and now I am pretty sure that if same values are entered then the order is from higher model number!

Cos legs model numbered in toolset as 9 is 012, so its probably like this:

[quote]
    COSTMODIFIER  ACBONUS 
0    0             ****    
1    0             0.00     //0 //exception to the save value rule?
2    0             ****     //tatoo
3    0             0.03     //6
4    0             0.14     //7
5    0             0.35     //11
6    0             0.28     //8
7    0             0.49     //13
8    0             0.03     //5
9    0             0.49     //12
10   0            0.59     //14
11   0            0.34     //10
12   0            0.34     //9
13   0            0.00     //4
14   0            0.00     //3
15   0            0.00     //2
16   0            0.00     //1
63   0            0.90     //16
186  0           0.60     //15[/quote]

Modifié par ShaDoOoW, 01 mars 2011 - 08:17 .


#13
Shadooow

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TheSpiritedLass wrote...

Well an old old version is up on the vault. Old as in from 2005 from the looks of the time stamp. The current one is still on my hard drive full of hak data and todo notes. ;) If you found it useful I'll make a non-hak content Vault version sooner rather than later (as I had planned).

I looked into this and its for no use to me sorry. First you dont have there all parts, second i dont understand the values there, how I am supposed to get model name from it if multiple images have the same number below them?

#14
TheSpiritedLass

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Told you that the vault one is OLD. ;) The current one has all the parts and the screenies are in color. The numbers under the screenies (like the sample above) show the toolset number then the (actual model number inside parens). I can get you a rough version in 5 minutes or so. I've done some texture work so those are going to show visually incorrect. For example, the color use for neck model 6 (so 3 in the toolset), the female uses metal 1 and the male metal 2. I've fixed that in my haks so both use metal 2, and thus the screenies reflect that. Obviously what ever I post "for real" on the Vault would be the standard Bioware 1.69 versions of everything.

#15
Shadooow

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aah i didnt read it all, i stopped readin on link :D my bad

no problem, i now have what I have need so it just makes things easier next time I will work with parts again

#16
TheSpiritedLass

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You mean the link that says "old old version"? That link? *sassy grin* Come now, you didn't think I was gonna let you get away with that without SOME teasing?

Super rough version

Clothing groups use the human appearance to show the female version first then the male. The numbers under the screenies reflect the toolset number (model number).

This is a very rough version of this file. I'll post a "real" version to the vault once I'm done with the hak upgrade for Mythos.

It is about 29 pages long. The real one is about 100 pages. *ughs* As I mentioned earlier, some of the screenies are going to be wrong as they reflect hak based stuff. This is most obvious with the feet and hands. So the screenies for those have fingers and toes.

#17
Shadooow

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TheSpiritedLass wrote...

You mean the link that says "old old version"? That link? *sassy grin* Come now, you didn't think I was gonna let you get away with that without SOME teasing?

Super rough version

thats a very good stuff

#18
TheSpiritedLass

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Thanks. I've found it to be VERY useful when putting together the hak upgrade. Found a couple models that were in the hak twice. *eyes cross* Good luck with your project.

#19
Calvinthesneak

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You lass have my very sincere admiration. I was much more practical/lazy. I simple viewed my models in two sets of nwnexplorer. It's not perfect as a few models don't show up, but it is quick.

Sounds like I should be making clothing haks for you, I just don't have enough patience for them. My last clothing haks took approximately 2 months, and far too long for me. Probably half of that was spent just viewing/previewing models.

#20
TheSpiritedLass

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Translation: Wow this woman is totally nuts! ;)

It occurs to me that the most important numbers, the torsos, might be incorrect since I did that doc with our hak in mind. There is also a note that the leg numbering might be off. I'm not sure if that is for the Bioware standard stuff or the hak content. Obviously I'll be double checking it before posting to the Vault, I just wanted to warn ya.

Ah ha! Did y'all hear that? Calvin has agreed to take over the clothing hak work. You are all my witnesses! *bliss* Hmmmm I'm on month 4. =( Partially your fault for getting me into plt work. I've learned a lot but am rapidly tossing todo items in the 'I don't wanna mess with this anymore!' pile. Oh well.