1 itm using more than 1 mesh?

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Lord Leoric of Wercheg

Grandmaster Knight
Ok, fellow modders, awhile ago I was browsing through the OSP packs and while I was viewing the shields OSP I saw this:
maw 说:
Corvus 说:
Very nice

only one problem - item limit in M&B of 950 items  :evil: that needs changing!

true, but when adding via the python source, you can add up to 16 meshes to an itm_whatever, and tag them with  whatever modification (0, imodbit_heavy, imodbit_watered_steel, imodbit_whatever)... so you could effectively extend the number of in-game brf's to about 16,000 if you have a lot of time and were really bored...

i don't remember if when you assign all of them to zero it selects sequentially, randomly, or the first brf ignoringa ll that follows. something i need to refresh my memory, i guess.

as i'm screwing with all the round shields, i put in all my raider shields in four itm_raider1, raider2, etc. with six to eight shields each... really mixes it up... same with armors, so as to avoid tapping out the limit.... you mentioned 950 but i believe i got 1023 item addressess the last time i tested it...

so you can drive up the number of shield without taking up too many slots by putting similar shields into the same itm_whatever.

i point out simnce the limit on the troop items is 64, this allows huge variety when putting together a loadout, for variablity in a troop class... i always thought having troops deploy with a few different kinds of weaposn, shields, or armor looked kind of... gamey... so i try to max out the eyecandy without taking up itm slots. this especially works for shields.

in any case, glad ya'll enjoy.... just finished porting them over to .953 when .954 was released - i'll try to insure compatability before i dump it... gotta do some screenies, ya know - advertisement... maw

as i'm screwing with all the round shields, i put in all my raider shields in four itm_raider1, raider2, etc. with six to eight shields each... really mixes it up... same with armors, so as to avoid tapping out the limit.... you mentioned 950 but i believe i got 1023 item addressess the last time i tested it...
Does this mean that a single itm can have more than 1 mesh assigned to it?
 
Yes.  It even says so in the comments:
#  3) List of meshes.  Each mesh record is a tuple containing the following fields:
#    3.1) Mesh name.
#    3.2) Modifier bits that this mesh matches.
#    Note that the first mesh record is the default.

If we hunt around in Native, we can even find an example (expanded and reformatted for ease of reading):
[
"haubergeon",
"Haubergeon",
[
("haubergeon_a", 0),
("haubergeon_b", imodbits_good)

],
itp_merchandise | itp_type_body_armor | itp_covers_legs,
0,
863,
weight(1:cool: | abundance(100) | head_armor(0) | body_armor(41) | leg_armor(6) | difficulty(6),
imodbits_armor
],
So if you have a good haubergeon, it uses the second mesh.  Otherwise it uses the first.  If you want to poke around some and let us know how it resolves multiple meshes with 0 specified as imodbits, or someone who already knows the answer would like to comment, that would be uber.
 
kt0 说:
Yes.  It even says so in the comments:
#  3) List of meshes.  Each mesh record is a tuple containing the following fields:
#    3.1) Mesh name.
#    3.2) Modifier bits that this mesh matches.
#    Note that the first mesh record is the default.

If we hunt around in Native, we can even find an example (expanded and reformatted for ease of reading):
[
"haubergeon",
"Haubergeon",
[
("haubergeon_a", 0),
("haubergeon_b", imodbits_good)

],
itp_merchandise | itp_type_body_armor | itp_covers_legs,
0,
863,
weight(1:cool: | abundance(100) | head_armor(0) | body_armor(41) | leg_armor(6) | difficulty(6),
imodbits_armor
],
So if you have a good haubergeon, it uses the second mesh.  Otherwise it uses the first.  If you want to poke around some and let us know how it resolves multiple meshes with 0 specified as imodbits, or someone who already knows the answer would like to comment, that would be uber.

But is 2 meshes the limit? Or there can be one for every modifier?
 
kt0 说:
Yes.  It even says so in the comments:
#  3) List of meshes.  Each mesh record is a tuple containing the following fields:
#    3.1) Mesh name.
#    3.2) Modifier bits that this mesh matches.
#    Note that the first mesh record is the default.

If we hunt around in Native, we can even find an example (expanded and reformatted for ease of reading):
[
"haubergeon",
"Haubergeon",
[
("haubergeon_a", 0),
("haubergeon_b", imodbits_good)

],
itp_merchandise | itp_type_body_armor | itp_covers_legs,
0,
863,
weight(1:cool: | abundance(100) | head_armor(0) | body_armor(41) | leg_armor(6) | difficulty(6),
imodbits_armor
],
So if you have a good haubergeon, it uses the second mesh.  Otherwise it uses the first.  If you want to poke around some and let us know how it resolves multiple meshes with 0 specified as imodbits, or someone who already knows the answer would like to comment, that would be uber.

Thanks but I'm just new to modding and I don't think I'd be able to come up with something you guys can't. I saw your auto resolve topic, and it blew my mind. :lol:
 
MrRoy 说:
But is 2 meshes the limit? Or there can be one for every modifier?
I'm not the right person to answer that.  I'd guess that you could have one for every modifier that makes sense (ixmesh_flying_ammo probably not so useful for swords for instance).  Since I haven't tested it, I'd be inclined to believe what maw said quoted in the top post:  that you can have up to 16 and it does something to choose between. 
 
I gave this a test with the old Norman style kite shield models. From what I can see, it only uses the first mesh if you add several meshes with the '0' flag. I gave 7 additional meshes flagged with '0', and the only one that ever appeared in shops was norman_shield_1. I don't know if troops would use multiple variants if you gave them that item as equipment, but it seems unlikely.
 
Aethelred 说:
I gave this a test with the old Norman style kite shield models. From what I can see, it only uses the first mesh if you add several meshes with the '0' flag. I gave 7 additional meshes flagged with '0', and the only one that ever appeared in shops was norman_shield_1. I don't know if troops would use multiple variants if you gave them that item as equipment, but it seems unlikely.

I tried it too. I gave the swadian recruits templar armor that has three different meshes with the 0 flag. Gave them enough stats to use 'em but all the recruits I got just used the first mesh.
 
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