How do I make new armor types for a given model?
#1
Posté 25 août 2011 - 11:23
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
Posté 25 août 2011 - 11:57
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
Posté 26 août 2011 - 12:54
#4
Posté 26 août 2011 - 01:48
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
Posté 26 août 2011 - 11:25
#6
Posté 26 août 2011 - 01:36

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
Posté 26 août 2011 - 04:49
#8
Posté 26 août 2011 - 05:10
M. Rieder wrote...
Thanks, hellfire, I undersrtand now. So I guess I will have to use the MDB cloner, right?
That's correct.
#9
Posté 26 août 2011 - 05:34
#10
Posté 26 août 2011 - 05:54
#11
Posté 26 août 2011 - 06:00

Modifié par Hellfire_RWS, 26 août 2011 - 06:04 .
#12
Posté 27 août 2011 - 08:03
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
Posté 27 août 2011 - 01:42
-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
Posté 28 août 2011 - 10:45
Hellfire_RWS wrote...
A yeti. He kinds sucks cause at the time I couldn't sculpt hair in Zbrush.
He looks like something from 'Where the Wild Things Are'.
#15
Posté 29 août 2011 - 10:55
#16
Posté 29 août 2011 - 10:51
#17
Posté 30 août 2011 - 08:23
@ Fred: LOL. That would be great! Sesame Street meets D&D!





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