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How do I make new armor types for a given model?


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16 réponses à ce sujet

#1
M. Rieder

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I'm trying to make an alternative skin for the troll.  I made an arctic troll skin and right now I'm using it as an orverride to the normal one, but I would like to make it interchangeable so I can post it on the vault.  I thought that new armor skins for a given model were created based on the naming convention.  Right now the name of the skin is:

C_Troll_CL_Body01.dds


which tells me that it is the skin for the clother armor type 00 in the toolset.  When I tried to change the name to

C_Troll_CL_Body02.dds

the new armor type choice did not appear in the toolset.  I am working with a module in folder mode and I put the file in the module folder.  When I put it in there as an override, the override works.

Any help is much appreciated.

#2
painofdungeoneternal

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That is the dds image, you need to change the mdb file to have it change.

And change change it inside the mdb as well to point to the new texture, with mdb cloner. Use the current mdb name and increment that from 1 to 2, or whatever.

#3
M. Rieder

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Thanks pain. I was hoping there was a way to do it without making a new model. Semper seemed to suggest that a new model wasn't necessary, but I tried to follow his instructions, but they didn't work. Thanks for the help. I'll get the cloner from the vault.

#4
Dann-J

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Not all creature models support alternate body models though (which is essentially what clothing and armour variations are). Appearance.2DA determines whether the creature uses a single body model, or whether it can have alternate versions. If memory serves me well, the entry for the body model in the 2DA needs to have question marks in it to allow alternates (they serve as a wildcard character).

Take a look at how the entries for the playable races compare to the troll entry. You may have to change the 2DA entry for the troll body to get alternate 'skins' (ie. alternate body models) to work. Unless of course I'm confusing gender variation with armour variation (in which case my memory isn't serving me well at all).

Modifié par DannJ, 26 août 2011 - 01:58 .


#5
M. Rieder

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Hey, thanks DannJ. I'll look at that.

#6
Hellfire_RWS

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I made these a while back.
Posted Image
Instead of making a second variation of cloth armor, use another identifier such as

C_Troll_NK_Body01.dds (you will also need a C_Troll_NK_Body01.mdb)

Remember, its not just the texture you have to rename, if you want a
C_Troll_CL_Body02.dds, the actual model named C_Troll_CL_Body02.MDB has to exist as well or you wont have the option in the tool set.

Modifié par Hellfire_RWS, 26 août 2011 - 01:40 .


#7
M. Rieder

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Thanks, hellfire, I undersrtand now. So I guess I will have to use the MDB cloner, right?

#8
Hellfire_RWS

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M. Rieder wrote...

Thanks, hellfire, I undersrtand now. So I guess I will have to use the MDB cloner, right?


That's correct.

#9
The Fred

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Hooray, Hellfire isn't dead!

#10
MasterChanger

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Hellfire_RWS wrote...

I made these a while back.
Posted Image


Yeah, nice icies. Now the real question: who's that guy in that back??? Yeah, him with the horns! :happy:

Edit: Oh I see! In case anyone still doubted that HF was prolific or anything! :D

Modifié par MasterChanger, 26 août 2011 - 06:02 .


#11
Hellfire_RWS

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A yeti.  He kinds sucks cause at the time I couldn't sculpt hair in Zbrush.

Posted Image
Posted Image

Modifié par Hellfire_RWS, 26 août 2011 - 06:04 .


#12
-Semper-

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M. Rieder wrote...

Semper seemed to suggest that a new model wasn't necessary, but I tried to follow his instructions, but they didn't work.


that ain't my words. you have to clone the model first before you can integrate a different armor variation. the "new" model is linked to the altered textures and renamed properly, with an increment of 1 in the needed armor category.
there's still a way around if it's just a retexture and not a whole new model - create your custom vfx which changes/swaps the texture. with this workaround you don't have to clone a model but to create a vfx. they're both fast and easy^^

#13
M. Rieder

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-Semper- wrote...

that ain't my words. you have to clone the model first before you can integrate a different armor variation. the "new" model is linked to the altered textures and renamed properly, with an increment of 1 in the needed armor category.
there's still a way around if it's just a retexture and not a whole new model - create your custom vfx which changes/swaps the texture. with this workaround you don't have to clone a model but to create a vfx. they're both fast and easy^^





Well that explains why it didn't work.  Sorry for misquoting you.  I didn't understand what you had said.  I understand now, though.  Thanks for the info and sorry about the confusion.

#14
Dann-J

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Hellfire_RWS wrote...

A yeti.  He kinds sucks cause at the time I couldn't sculpt hair in Zbrush.


Posted Image


He looks like something from 'Where the Wild Things Are'. Posted Image

#15
The Fred

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Can you tint him? Then you could have big hairy coloured monsters.

#16
Hellfire_RWS

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BTW, if anyone wants/needs them I'll upload them.

#17
Banshe

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Please do. Any goodies you have would be wanted and welcomed! :)

@ Fred: LOL. That would be great! Sesame Street meets D&D!