Though the case is closed, I thought it would be interesting to explain why this happened, and what other reasons could lead to the same problem.
So here we go:
What would make a custom model I made do the following:
In toolset:
-Shows both of the 2 optional heads
In Game:
-Shows neither head, just body mesh
Several possibilities:
- naming convention (for a creature named "c_creature", the head has to be named "c_creature_headNN", where NN is a number starting at 01).
- head skeleton: the skeleton for head model number NN corresponding to c_creature needs to be c_creature_skelNN. It didn't work for the erinyes or ghouls as MDB cloner did only change the head number, but not the head skeleton number.
Note: some of these head skeletons (the erinyes and the ghouls for example) are based on the P_HH?_skel, so changing the reference in the appearances.2da also works. Well, until the head variations for the erinyes become more numerous than the human versions!
- the appearances.2da doesn't specify that c_creature is built with several models (heads, wings, tails and body)
Does anyone know if the Head(Cutscene) flag should be set in UI flags utility of the expotron in 3ds? I set it now, but no difference.
No, this flag is only used to add the facial bones to the skeleton and corresponding animations (hence the "Cutscene" reference I suppose: the eye blink will not be seen unless at close range!)
Note that I copied the head naming convention of clay golem which is no ? or number.
It seemed to be the most related. I tried the human convention but they didn't seem to work at all.
I am not even entirely sure what the convention is, as the ? appears before the word head, but naming conventions put the ? (which I assume is the number) at the end of the mesh files. So how could that possibly work?
The ? means there exists M and F versions of the head.
Not sure what did it. I changed body type to 1 to match the other humanoid entries.
Which tells the engine to look for other parts.
So there is only c_fatty_head01.mdb as a mesh file. Yet in game there shows a head 0 and head 1 option. Both work now.
But are they different heads? I noticed that too (numbers 00 and 01 while there was only head01.mdb), but version 00 and version 01 as far as I could tell were the same model.
Further to that, I have hundreds of hair options for some reason, though none work or exist of course. Case closed.
It's because you put **** in the 2da instead of c_fatty_hair: all models ending with _hairNN will be displayed (if you had c_fatty_hair, only c_fatty_hair?? models would be listed).