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Having trouble with cloak models


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#1
Conoichi

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I've been attempting to make a new custom cloak which I wanted to appear invisible (I like to follow Edna Mode's advice:  no capes!).  I figured that the easiest way to do this would be to copy an existing cloak and set the alpha channel of the diffuse map to make the entire texture transparent.

To test this, I started by selecting a cloak - I used variation 3 in the toolset, which if I understand correctly should correspond to the mdb and dds files tagged as "cloak04".  I converted the diffuse map to a tga, edited the alpha channel, saved it, and put the tga in my override folder.  When I loaded up the toolset and opened a cloak with the variation 3 model, the test had worked and the cloak appeared invisible.

I then attempted to make a new cloak model, so as to leave any existing cloaks intact.  To do this, I copied the cloak04 mdb files for all races, as well as the tint and normal dds files.  Using MDB Cloner, I copied each mdb, renumbering it as cloak043 (an unused number in my installation).  I renumbered the dds files, as well as my altered tga with the same number, and assigned these when I made the copies in MDB Cloner.  I then put all the cloak043 files I had created into the override folder.

When I opened a cloak in the toolset and looked at the model options, a new variation appeared in the dropdown list, 42.  However, when I selected this model, rather than an invisible cloak, it displayed the same model as cloak variation 0.  All I can figure is that there is something wrong in my files, and the new cloak is unable to load, so it defaults to the first model.

I'm not sure what I'm doing wrong.  I tried repeating the process, starting from the same base files, and assigning a new number, and had the same results.  I already have a few custom cloak models in my override (not created by me, just dowloaded off of the vault), so I know that they work.  I think my next step will be to attempt to duplicate a cloak with an unaltered diffuse map and see if I can do that successfully.

Am I making some obvious mistake here?  I'm still fairly new at this (I used to do some minor texture tweaks, but its been years so I'm a bit rusty), so I woudln't be surprised.  Any thoughts or suggestions would be appreciated!

#2
Happycrow

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Sanity check: did you click the checkbox next to the cloak option in the armor toolset? That would give the error you describe (and yeah, the toolset will list the model one lower than your actual model#, this is normal).

#3
Conoichi

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Good question; I'll have to double check that when I get home.  Sanity checks are always a good thing!Image IPB

#4
Tchos

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I think what might be easier than editing models and textures would be to give a cloak blueprint a number for which you don't have an actual model. I haven't done this intentionally, but there have been times when I've removed models, and a player still has a blueprint with the no-longer-existing model number, and it just displays as nothing.

Modifié par Tchos, 15 août 2013 - 10:52 .


#5
Dann-J

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Are you setting the cloak number by typing it manually into the Properties tab, or are you setting it via the drop-down list in the Armor Appearance tab? I find that changing the number manually (as you would for a weapon or shield) doesn't always work for cloaks (if it works at all).