parts_*.2da ACBonus order
#1
Posté 01 mars 2011 - 04:10
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
Posté 01 mars 2011 - 05:20
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
Posté 01 mars 2011 - 05:24
#4
Posté 01 mars 2011 - 05:26
I believe the only exception to this is the chest node.
#5
Posté 01 mars 2011 - 07:12
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.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.
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
Posté 01 mars 2011 - 07:24
Model 02 is the tattoo part?
#7
Posté 01 mars 2011 - 07:46
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
Posté 01 mars 2011 - 07:52
Hmm you are correct with the tatoo and with that idea I guess I counted it wrongly.Calvinthesneak wrote...
model 63 should exist as a default bioware model.
Model 02 is the tattoo part?
I have not tested it yet, but it does makes sense.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
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
Posté 01 mars 2011 - 07:59
#10
Posté 01 mars 2011 - 08:08
#11
Posté 01 mars 2011 - 08:13
#12
Posté 01 mars 2011 - 08:16
[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
Posté 01 mars 2011 - 08:27
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?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).
#14
Posté 01 mars 2011 - 08:34
#15
Posté 01 mars 2011 - 08:35
no problem, i now have what I have need so it just makes things easier next time I will work with parts again
#16
Posté 01 mars 2011 - 09:01
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
Posté 01 mars 2011 - 09:23
thats a very good stuffTheSpiritedLass 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
#18
Posté 01 mars 2011 - 09:30
#19
Posté 02 mars 2011 - 11:53
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
Posté 04 mars 2011 - 11:06
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.





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