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Item_crust?


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6 réponses à ce sujet

#1
Delryin

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Hi,

So little by little, I'm showing the toolset who's boss... however I'm still facing steep resistance.

I'd like to understand what was the Item_crust property in the variables section for, let's say, a sword?

I know it takes an "int", fine, I also digged up an .xls named VFX_base.xls, which has as first column a field called "int" with numbered values.

I tried using the 5029 (supposedly a Weapon Crust - Blue Glow), I entered the value there and.... nothing.
Then I've read that according to a bug 2DA would not take value above 255...

So I tried 10 (Damage - Fire Crust) and you guessed it... nope.

Given the way things have been up to know, I doubt that it would be that simple to add an already existing effect to a custom item. Still, any lead as to where to start? Am I on the right track? Can someone tell me what the Item_crust stands for? (always good to know even if it does not solve my issue). And the projectile_override since we're at it?

Thanks

#2
ChewyGumball

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Does your custom model have any nodecrusts?

#3
Delryin

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I'm using the game models, so I suppose they would be there...

#4
Delryin

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In any event, how can I check that out?

#5
ChewyGumball

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Open the mmh file and look around. There should be a crust node somewhere.

#6
Delryin

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Allright, at which level should it be?



The only thing I find is MMH_NODE_CRUST_HOOK_ID, far down in the hierarchy.



I'm using Aldinos' DATools to get the model, I just rexture them and put them back using the .gda provided by Krayzie_3334 to put them back... if it is any help.



What should it look like?



Thanks

#7
Delryin

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Never mind, onHit effects does the job very well, and on armors too.