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Error in game but not in toolset with custom model


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#1
Eguintir Eligard

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What would make a custom model I made do the following:

 

In toolset:

-Shows both of the 2 optional heads

-Plays idle animation fine

-Has waypoints set up, and area baked

 

In Game:

-Shows neither head, just body mesh

-Plays idle animation fine

-Walks waypoints



#2
Dann-J

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I've encountered that for some creatures when I've attempted to clone a head as another variant. Some heads will clone without issue, while others will turn the creature into the headless horseman.



#3
Eguintir Eligard

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Well I dabbled a bit but it didn't lead to much.

 

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.

 

Also, here is my 2da

 

HERE

 

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?

 

Anyway I am listening to any recommendations.



#4
rjshae

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Are all the names of the individual mesh components (packets) unique?



#5
Eguintir Eligard

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Mesh components? If you mean sub objects there is only the eyes and they have to be uniquely named in 3ds max. Or something else?

#6
Eguintir Eligard

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Not sure what did it. I changed body type to 1 to match the other humanoid entries... and I deleted c_fatty_head00.mdb.

 

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.

 

Further to that, I have hundreds of hair options for some reason, though none work or exist of course. Case closed.



#7
4760

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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).



#8
Eguintir Eligard

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What's this about skeleton numbers? There's only one skeleton and I specified it with no numbers.

#9
4760

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c_fatty_skel is for the main body, and can also work for the head.

 

But if you've got different heads for the same creature (not only in texture, but in shape) then c_fatty_skel01 will be used for c_fatty_head01c_fatty_skel02 for c_fatty_head02, etc...

 

c_fatty_skel, c_fatty_skel01, c_fatty_skel02 will only differ in the position, length and envelope of the f_bones (due to the shape of the head mesh). These facial bones are only used for the smile, eyelids, ponytail and other facial movements visible during cutscenes (or in the toolset, when you've zoomed very close to the head), so c_fatty could also use the main skel for all his head variants - he will never smile nor blink, that's all.



#10
Eguintir Eligard

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Which is exactly the case here. So I use no number with the skeleton then as I have been?



#11
4760

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Yes, since you don't need the facial animations (and a lot of the stock creatures don't have any).