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Create a new Helm Item, and the toolset crashes


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10 réponses à ce sujet

#1
Eshme

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I wanna create a new new Helmet, but actually it is a Facemask.

My only idea was i could copy something from light helmets, so i copied a line from the helmet_light_variation XLS page.
I have entered only ID 2000000, Label Mask, Type "hlh", subtype "msk", variation "a", Icon ****, Material 2, Fullface 0 and saved as new file with almost the same name.

It is actually available now in the Toolset, my first success. Now i had a model whose MMH and PHY files are named "hf_hlh_mska_0".
When i go to check it out, the Male version doesnt show anything ,but the Female does show fine. So i save the Item, and open up Isolde so she shows in the view. I click on her inventory and add the new Helm, equip it and hit OK. But now the toolset crashes with "Runtime Error".

I had thought this could be because the model itself, but i also tried to copy one from the Singleplayer. I copied hf_hlh_l01a_0.MMH and PHY and renamed it to my new Itemfilename, but still the toolset crashes at the same time. And if i select a original Helm it doesnt crash.

What can it be? Im just making my first steps with the Toolset.

#2
Eshme

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Has nobody the same problem? Im sure it is not the custom model because i copied over an original. And morrigan doesnt have male version either so..

I have made screenshots of it all..

http://i62.photobuck...ge/trouble1.jpg

http://i62.photobuck...ge/trouble2.jpg



please help

#3
Eshme

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Well, i found the problem funally. I cant use an ID like 2000000?



The only ID which works are from like 10 till 254, where 257 will show a random light helmet, and 270 and probably all above crash the toolset.



However the Item itself shows correctly, its only when i equip it on a character that it crashes, or shows a different helm by 257 suddenly..



what to do?

#4
Eshme

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Modifié par Eshme, 25 janvier 2010 - 02:36 .


#5
thebigMuh

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what to do?




Check the wiki!



http://social.biowar...but_not_in_game



Ciao, muh!

#6
Eshme

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Rofl i checked it i promise.

So this is known. Hope they fix it soon =)

#7
Nattfodd

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I encountered a similar issue with adding new appearance. Seems that ID too high doesn't works.

#8
Eshme

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Well? The problem is the UTI file, you just need to drag one into the toolset and see a number 4 by variations, despite having it given a ID of 260.

Type is "BYTE"

So you can probably say, this accounts for any and all Items and Itemvariations. Which kinda prevents new swords and armor and the like. Isnt it so?

Modifié par Eshme, 25 janvier 2010 - 03:36 .


#9
Nattfodd

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I think that the ID of GDA files is only an unique indentifier, nothing else. The toolset uses other columns to reference to GDA's. I don't know how to work with UTI files and new items in general. They are in my "to do" list ;)

#10
thebigMuh

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Eshme wrote...

Well? The problem is the UTI file, you just need to drag one into the toolset and see a number 4 by variations, despite having it given a ID of 260.

Type is "BYTE"

So you can probably say, this accounts for any and all Items and Itemvariations. Which kinda prevents new swords and armor and the like. Isnt it so?



BAM I hadn't thought of that :D

Hilarious, of course - the ID in the GDA files has 32 bits, but the item file only stores the least significant byte (the first 8 bits).

This would account for you seeing 4 instead of 260.

I'm going to add this info to the wiki.

Ciao, muh!

#11
nezroy

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Unfortunately from what I can tell, this isn't just a toolset issue. Manually updating the UTI binary to the correct DWORD value doesn't help. The game engine appears to be reading this as a single-byte value as well, and uses only the LSB for the variation id lookup.

Modifié par nezroy, 01 mars 2010 - 10:10 .