Boot meshes

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AngusH

Recruit
I've noticed that with gloves all that is required is a single mesh for the left or right hand, and then in-game it puts the glove on both hands. I'm wondering if there is a way to do the same thing with boots? I'm trying to incorporate a boot mesh from a mod that doesn't work with the current version of M&B, and it has individual left and right boot meshes for each boot. When I try and add the boots like I would a glove, they are 'invisible' when I equip the item in-game. Did seperate boot meshes only work in previous versions of M&B, or am I doing something wrong?
 
Actually, gloves use four different meshes... For example: lthr_glove_L, lthr_glove_R,lthr_glove_Lx, and lthr_glove_Rx. The two with the x at the end are for the wrist part of the glove. However, when you only actually use the lthr_glove_L mesh name when defining which mesh to use for leather gloves in module_items. Boots on the other hand (so to speak :roll:), only use one mesh. Both left and right boots are in the same mesh. For example: boot_nomad_a.
 
Keedo420 说:
Actually, gloves use four different meshes... For example: lthr_glove_L, lthr_glove_R,lthr_glove_Lx, and lthr_glove_Rx. The two with the x at the end are for the wrist part of the glove. However, when you only actually use the lthr_glove_L mesh name when defining which mesh to use for leather gloves in module_items. Boots on the other hand (so to speak :roll:), only use one mesh. Both left and right boots are in the same mesh. For example: boot_nomad_a.

Aye, but did it used to be different? Just wondering why this particular resource file has them seperate.
 
Boots can be put in the game one of two ways.

1) a single model with left & right boots, these most be rigged or they will be invisible in the game, and must have the itp_attach_armature flag

插入代码块:
["leather_boots", "Leather Boots", [("boot_khergit",0)], itp_merchandise| itp_type_foot_armor  |itp_civilian | itp_attach_armature,0,  174 , weight(1.25)|abundance(100)|head_armor(0)|body_armor(0)|leg_armor(16)|difficulty(0) ,imodbits_cloth ],

2) separate models with _L and _R names (for left & right), do not need to be rigged, do not use the itm_attach_armature flag

插入代码块:
["leather_boots", "Leather Boots", [("boot_slim_brown_L",0)], itp_merchandise| itp_type_foot_armor  |itp_civilian,0,  75 , weight(1.25)|abundance(100)|head_armor(0)|body_armor(0)|leg_armor(12)|difficulty(0) ,imodbits_cloth ],

I believe #2 is the old method but still works fine
 
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