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Weapons models and color limitations


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16 réponses à ce sujet

#1
_NagaShadow_

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Greetins, I'd like to ask something about the weapon system.
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
OldTimeRadio

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BUMP! I was kind of wondering about this too. Any ideas? Something in some NWNX plugin, possibly?

#3
Rubies

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Does the CopyItemAndModify function not work when set to 5+ for TYPE_WEAPON_COLO[U]R? It's not something I've tested.

#4
Failed.Bard

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The internal scripts for modifying them work properly, it's just that the default Bioware crafting doesn't go beyond 4 in weapon models or colours.
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
nwnsmith

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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. 

Modifié par nwnsmith, 01 novembre 2012 - 06:28 .


#6
dusty.lane

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Wow, I didn't actually realize how much trouble it was to get colors 5-9. =P My bows use 1-9, but I tested with some haks that enabled it, beyond that I didn't know how it worked. Is it still worth it to use those slots when possible, even if there's all this trouble that comes with it?

#7
nwnsmith

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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

#8
dusty.lane

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Well, the server I tested my bows with, they've got tailor models working with colors 1-9. So it is possible, just don't ask me how! =P

#9
Lightfoot8

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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
Lightfoot8

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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
nwnsmith

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Thanks Lightfoot8, I am actually interested in weapons as well as I will be moving on to them next and adding items from the CCC.

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
dusty.lane

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Nope, but they use NWNX, so it might be related to that. I can kind of tell, since you can change your name and all sorts of other stuff, which I heard was only possible with NWNX. So... sorry!

#13
Malagant

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I have a question vaguely related to this. I'm not concerned with any crafting limitations as my players approach this with the same philosophy as I do in that if one found a weapon, one can't exactly beat it or reforge it into another form.

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
Lightfoot8

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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.  

#15
Malagant

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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.  

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.

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
Lightfoot8

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If you do not have all of the models and icons.  I can only guess that the toolset uses the rules laided out in the documentation.  

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
Malagant

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That would seem to make sense. Thank you for steering me in that direction.I'll do some more tinkering and see what I come up with.

[Edit] That did the trick. Thank you for your interpretation.

Modifié par Malagant, 15 décembre 2012 - 06:23 .