That last post was a wall of blah, blah, blah. My apologies. I'll keep this brief.
I made a builder to player package, played it on my laptop, it's all good.
ONE
I was expecting this to be an issue, though, and it is. The slides - like the actual files with the "artwork." I couldn't find them, in the tree. (The slideshows just show white.)
They work when I export from the toolset and are currently in Addins/Passion_play/core/data
Should they be somewhere else so I can check them when making a B2P package? I can't find them in the tree, at any rate.
TWO
I made a custom protagonist as a creature and then copied her creature file and renamed it default_player in addins/passion_play/module/override . Interestingly, I could check her, and she turns up in the game. She is wearing lovely Templar armour but, sadly, has no head.
Any ideas appreciated.
Mostly conversation editor questions. Everything now solved and the protagonist has a head. :)
Débuté par
Firky
, mars 11 2012 09:07
#26
Posté 06 mai 2012 - 12:09
#27
Posté 07 mai 2012 - 10:04
I solved ONE in case anyone else is using slideshows.
Although they worked where they were, exporting from toolset, in core/data, I had to move the actual slide files to addins/passion_play/module/override, make another B2P package, obviously and now they appear on my laptop, no dramas.
TWO is still an interesting one. Works fine on my PC at export. I have a female Templar. But, as I said, I copied a custom .utc and renamed it default_player.utc in the module/override folder. So, if I make default_player.utc as part of the player package, it's all good, but she has no head on my laptop. I tried making a package without including default_player.utc and got Jaden on my laptop. I then copied and pasted the default_player.utc into passion_play/module and she appears in game but, again, no head.
I'm not entirely sure what to try next. But I shall try something.
Edit: I just picked a headmorph at random for her .... hf_dtcom_hf_hanka That feels like it should be important, but I don't know how.
Although they worked where they were, exporting from toolset, in core/data, I had to move the actual slide files to addins/passion_play/module/override, make another B2P package, obviously and now they appear on my laptop, no dramas.
TWO is still an interesting one. Works fine on my PC at export. I have a female Templar. But, as I said, I copied a custom .utc and renamed it default_player.utc in the module/override folder. So, if I make default_player.utc as part of the player package, it's all good, but she has no head on my laptop. I tried making a package without including default_player.utc and got Jaden on my laptop. I then copied and pasted the default_player.utc into passion_play/module and she appears in game but, again, no head.
I'm not entirely sure what to try next. But I shall try something.
Edit: I just picked a headmorph at random for her .... hf_dtcom_hf_hanka That feels like it should be important, but I don't know how.
Modifié par Firky, 07 mai 2012 - 10:17 .
#28
Posté 07 mai 2012 - 10:16
I'm afraid I'm none the wiser on those two issues. I know Craggy Island used a set protagonist, possibly with a custom head, but I can't remember for certain. I don't know whether the author is still around the BSN, but that would be the only lead I can think of.
Modifié par AmstradHero, 07 mai 2012 - 10:16 .
#29
Posté 07 mai 2012 - 10:20
Thanks anyway, Amstrad. I'll keep trying. And I'll go look up Craggy Island.
As I just posted. I didn't make a head. All the other character's heads, which I also didn't make, are fine at every step of the process. But maybe it's because she's out of her folder, if you see what I mean. But her armour works.
Edit: Just to provide as much info about what I'm trying as possible. I then treid making a custom head morph and putting it on the creature, renaming the default player export again and putting the morph's file in the override folder. Again, works as an export from toolset. Does not work on my laptop as a B2P package, including the head morph with the other resources. (Which do work.)
As I just posted. I didn't make a head. All the other character's heads, which I also didn't make, are fine at every step of the process. But maybe it's because she's out of her folder, if you see what I mean. But her armour works.
Edit: Just to provide as much info about what I'm trying as possible. I then treid making a custom head morph and putting it on the creature, renaming the default player export again and putting the morph's file in the override folder. Again, works as an export from toolset. Does not work on my laptop as a B2P package, including the head morph with the other resources. (Which do work.)
Modifié par Firky, 07 mai 2012 - 11:14 .
#30
Posté 08 mai 2012 - 03:20
OK. I solved it. It really should not have taken me as long as it did.
But, embarrassed as I am to have taken so long to figure it out, I will post the solution in case any other green modders come along and are working with fixed protagonist.
For whatever reason, possibly that the renamed default_player.utc was out of her folder, I have no idea, hers was the only face morph I had to find and include in the B2P package. I first tried to put my own copy of my own morph, etc in the override folder. That didn't work. Then I tried to put the local copy into the package. Didn't work. But, I reverted to that hanka face morph, found it in the B2P tree and exported it from there, with my default_player.utc in the override folder. Player now has head from .dazip Yay.
Fascinatingly, her hair went from black to white. (But I don't care. I just wanted any female head, really.)
But, embarrassed as I am to have taken so long to figure it out, I will post the solution in case any other green modders come along and are working with fixed protagonist.
For whatever reason, possibly that the renamed default_player.utc was out of her folder, I have no idea, hers was the only face morph I had to find and include in the B2P package. I first tried to put my own copy of my own morph, etc in the override folder. That didn't work. Then I tried to put the local copy into the package. Didn't work. But, I reverted to that hanka face morph, found it in the B2P tree and exported it from there, with my default_player.utc in the override folder. Player now has head from .dazip Yay.
Fascinatingly, her hair went from black to white. (But I don't care. I just wanted any female head, really.)
#31
Posté 08 mai 2012 - 06:03
OK. Last thing. And this really is the last thing.
Thanks again Amstrad for this, "If you need to move the player instantly to a location (though if you're running a slideshow, I didn't think the player's location mattered), UT_LocalJump or UT_PCJumpOrAreaTransition should do the trick."
I was failing miserably, because I was trying to write this in with the slideshow script, until it was pointed out to me elsewhere that I could actually run this as its own script from an action set from the last line of the slideshow dialogue. Now it works. You see the slideshow and are dumped to a waypoint. Perfect.
And, thanks to you, I found the right template and just plugged in UTLocalJump.
Thanks again, esp Amstrad and Sunjammer. I can't believe how much I've learned about the toolset, just getting to the end of a module someone could actually play. It's sketchy, but workable and I'll give it a good polish in a week or two.
THANKS
Thanks again Amstrad for this, "If you need to move the player instantly to a location (though if you're running a slideshow, I didn't think the player's location mattered), UT_LocalJump or UT_PCJumpOrAreaTransition should do the trick."
I was failing miserably, because I was trying to write this in with the slideshow script, until it was pointed out to me elsewhere that I could actually run this as its own script from an action set from the last line of the slideshow dialogue. Now it works. You see the slideshow and are dumped to a waypoint. Perfect.
And, thanks to you, I found the right template and just plugged in UTLocalJump.
Thanks again, esp Amstrad and Sunjammer. I can't believe how much I've learned about the toolset, just getting to the end of a module someone could actually play. It's sketchy, but workable and I'll give it a good polish in a week or two.
THANKS





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