Weapons models and color limitations
#1
Posté 18 juillet 2011 - 05:48
Nowadays the problem is that weapons are composed of models and colours, altough in toolset all can be seen, in game you can only costumize from numbers 1 to 4.
Is any script or way to remove this limitation? Thanks. And sorry for my bad english.
#2
Posté 20 juillet 2011 - 09:11
#3
Posté 21 juillet 2011 - 07:05
#4
Posté 21 juillet 2011 - 07:26
Custom crafting systems will do so, but what I found when I was making mine, was that if the part/colour chosen wasn't valid, the no item would be made at all, unlike with armour where it would just show a blank.
Really, that just meant putting in an extra check to make sure the modified version was valid before deleting the original, something I likely should have put in to begin with anyways.
#5
Posté 01 novembre 2012 - 06:23
I have been testing this and I cannot seem to make a shield appear through this or the get function when it is of value 5 or higher. Is there something I am missing? Can anyone post a snippet of script that can make these craftable through conversation? I was also wondering about the possibility of NWNX here.
This is from the latest mil tailor on the vault:
Special note: Some haks allow weapons with "colors" 5-9 that have different models. Unfortunately, CopyItemAndModify uses ITEM_APPR_TYPE_WEAPON_COLOR as a parameter, and it only recognizes numbers 1-4. Therefore, players will not be able to access those colors, and if they try to modify a weapon which already uses one of them, they will receive a message saying they cannot modify that weapon.
Modifié par nwnsmith, 01 novembre 2012 - 06:28 .
#6
Posté 01 novembre 2012 - 08:16
#7
Posté 01 novembre 2012 - 08:24
#8
Posté 01 novembre 2012 - 08:40
#9
Posté 01 novembre 2012 - 08:41
nwnsmith wrote...
For me it is still worth it to use them as they can be administered through the toolset. As for a tailor, if there is no nwnx solution I am thinking of creating a custom item in toolset for each appearance then copying name and properties. Tags can even be set by nwnx
Have you tried using a value larger then 4 in the function. That is for an item that you know the value is valid for. Or did you just take the word of the Quote above that it does not work?
EDIT: Missed the main point in the original Question posted by nwnsmith. See post below.
Modifié par Lightfoot8, 01 novembre 2012 - 09:06 .
#10
Posté 01 novembre 2012 - 09:16
nwnsmith wrote...
BUMP
I have been testing this and I cannot seem to make a shield appear through this or the get function when it is of value 5 or higher. Is there something I am missing? Can anyone post a snippet of script that can make these craftable through conversation? I was also wondering about the possibility of NWNX here.
This is from the latest mil tailor on the vault:
Special note: Some haks allow weapons with "colors" 5-9 that have different models. Unfortunately, CopyItemAndModify uses ITEM_APPR_TYPE_WEAPON_COLOR as a parameter, and it only recognizes numbers 1-4. Therefore, players will not be able to access those colors, and if they try to modify a weapon which already uses one of them, they will receive a message saying they cannot modify that weapon.
The problem here is that the 1-4 color variant applys to composit model types. A shield is a simple model type. It has no color variants like the composit model type(weapons). it also does not have color channels like the layered or armor model types have. With a shield about all you are going to be able to do is set the ITEM_APPR_TYPE_SIMPLE_MODEL, That is the only thin that will apply to them.
#11
Posté 02 novembre 2012 - 02:51
Regarding shields, that makes sense that they are simple models. What threw me was that I was pulling a script from the module "Pretty Good Character Creator which did use those other two functions for shields and you can cycle through the first 4 appearances with them. I will try to set the ITEM_APPR_TYPE_SIMPLE_MODEL. If that allows me to cycle through all valid models I can do that quickly and move on to weapons.
dusty.lane: do you have access to the script that the server uses where you could see your bow models 1-9?
#12
Posté 02 novembre 2012 - 08:00
#13
Posté 15 décembre 2012 - 01:10
The issue I am having is that no colors above 4 will even show up in the toolset (converse to the OP's implying remark that all do). I had made a crystal sword under top slot 24 with 9 blade colors but only 1-4 are showing as available (yes, WSwLs_t_24x icons are present for all nine). Does this limitation indeed lock color variations above 4 from being available in the toolset as well or is there some other change somewhere that needs to be made?
I ask because I do remember CEP having more than 4 color options but, when loading it up, it seems the higher color variations are also different models within the same style number; I.E. a top model of 15 will have colors 1-4 then say color 7 will be a different physical model still under 15.
Modifié par Malagant, 15 décembre 2012 - 01:13 .
#14
Posté 15 décembre 2012 - 04:15
Customizing weapons with colors higher than 4, is this on the right track?
But it sounds like your problem is that you made the icons but you did not make the models to go with them.
#15
Posté 15 décembre 2012 - 04:56
Would that this were true, but the existence of the models are a given. I just pointed out that I do have the ions to avoid someone inadvertantly telling me I need those in there as well when they already are.Lightfoot8 wrote...
The topic here was continued on the scripting forums.
Customizing weapons with colors higher than 4, is this on the right track?
But it sounds like your problem is that you made the icons but you did not make the models to go with them.
My question, however, is less about the crafting aspect of things and more why they wouldn't be showing up in the toolset, which is why I didn't post to the link you referenced.
I'm guessing I misinterpreted the OP's implication that they would?
#16
Posté 15 décembre 2012 - 05:27
To determine what colors are available for each of the b, m, and t portions of a composite item, do the following steps.
Scan for icons, incrementing the <number> from the baseitems.2da MinRange to MaxRange, and find first icon file that exists. Check the color code in the icon's resref (the last digit). This is the minimum available color. Increment the <number> from there until another icon is found that has the same color. Recall what color the icon was before that. That color is the maximum available color.
To determine what shapes are available, scan for TGA icons from <number> = (MinRange + minimum color) to <number> = [i MaxRange[/i], incrementing by 10 each time. If an icon exists, then assume that all the MDL file exists as well, and also assume that the shape variant exists in all the other colors as well. For example, suppose that the minimum color found earlier was 2, the maximum color was 4,
MinRange = 10, and MaxRange = 100. The icon scan would check for 012, 022, 032, ... 092. If 082 exists, for example, then assume that 083 and 084 also exist When drawing the Icon for a composite item, the 3 portions are painted one after the other in the order:
bottom, middle, top. The order is important because the icons overlap.
so if you do not have iWSwLs_t_yy9.tga where yy is the lowest model number, They will not show by how I read the quote above.
Modifié par Lightfoot8, 15 décembre 2012 - 05:30 .
#17
Posté 15 décembre 2012 - 06:01
[Edit] That did the trick. Thank you for your interpretation.
Modifié par Malagant, 15 décembre 2012 - 06:23 .





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