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Calling all masters of MMH, MSH, GDA! Can you solve this?


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4 réponses à ce sujet

#1
JackFuzz

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Please look at these problem screenshots.

Before - That bikini is an actual piece of armor (under leather armor category in gda)
img41.imageshack.us/img41/1036/beforekd.jpg

After - Look what happens if you put on studded leather armor after. But if you put on chainmail everything is fine.
img109.imageshack.us/img109/2411/afterj.jpg

(This is from the bodyshop mod.  I would like to fix this problem.  Thor925 made the mod  and he did a great job. )

Anyways is it possible to edit the MMH,MSH,GDA so they don't interfere with the original model they exported from?   If this problem can be solved then it will be possible to add new models into the toolset without fear of odd problems like in the screenshot above.  If these new models can be separated completely from every other model it would be IDEAL!

hf_arm_hfba_0.mmh (BIKINI MODEL)

MMH NAME: hf_arm_hfba_0.mmh
MMH_MODEL_HIERARCHY_MODEL_DATA_NAME: hf_arm_hfb_0.msh

Further in the tree
MMH_NAME: ArmorM1
MMH_MESH_GROUP_NAME: HF_ARM_LGT_ArmorM1

hf_arm_hfb_0.msh (BIKINI MODEL)

NAME: hf_arm_lgt_0.msh

Further in the tree
NAME: HF_ARM_LGT_ArmorM1

armor_light_variation_hfb.gda (BIKINI MODEL)

ID - Label - Model Type - ModelSubType - ModelVariation - Iconname - DefaultMaterial - SoundMatType
int - string - string - string - string - string - int - int
42 - Human Female Type B (Big) - arm - hfb - a - *blank* - 2 - 10

armor_light_variation.gda (From 2DA.erf)

ID - Label - Model Type - ModelSubType - ModelVariation - Iconname - DefaultMaterial - SoundMatType
int - string - string - string - string - string - int - int
0 - invalid - *blank* - *blank* - *blank* - *blank* - 2 - 10
1 - Light Armor - arm - lgt - a - *blank* - 2 - 10
2 - Light Armor - arm - lgt - b - *blank* - 2 - 10
3 - Light Armor - arm - lgt - c - *blank* - 2 - 10
4 - Light Armor - arm - lgt - d - *blank* - 2 - 10

   

Modifié par JackFuzz, 10 janvier 2010 - 12:23 .


#2
DarthParametric

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The problem there looks to be that the studded leather armour MMH is calling the same MSH as the bikini, rather than the vanilla light armour MSH (hf_arm_lgt_0.msh). Open hf_arm_hfb_0.msh in the GFF Editor and change the name field from hf_arm_lgt_0.msh to hf_arm_hfb_0.msh. Looks like this affects all his MSHs, so try changing all their name fields to reflect the actual file name.

Modifié par DarthParametric, 10 janvier 2010 - 01:42 .


#3
JackFuzz

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DarthParametric wrote...

The problem there looks to be that the studded leather armour MMH is calling the same MSH as the bikini, rather than the vanilla light armour MSH (hf_arm_lgt_0.msh). Open hf_arm_hfb_0.msh in the GFF Editor and change the name field from hf_arm_lgt_0.msh to hf_arm_hfb_0.msh. Looks like this affects all his MSHs, so try changing all their name fields to reflect the actual file name.


hah i was so tired i couldn't believe I didn't see that.  It worked! It's fixed.  This is great news.  One step closer. You my friend are awesome.  It helps so much to have a second pair of eyes!

:)

I now have a  complete solution for new imported pieces of armor and can switch out armor pieces before a cutscene and return the original armor once the cutscene is done!

Modifié par JackFuzz, 10 janvier 2010 - 02:49 .


#4
DarthParametric

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Might want to pass on the news to the mod's author so it can be fixed in the next release.

#5
JackFuzz

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DarthParametric wrote...

Might want to pass on the news to the mod's author so it can be fixed in the next release.


I just let him know.

I'm also going to offer my help to him to expand his project.  More body types, more undergarments, more variations.  Then i'd like to make a system where the player can just choose in game.  That would be ideal!