Can't get female version of armor to show

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Ringwraith #5

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Old Guard
Okay, so I'm trying to retexture the Heraldic Mail with Tabard and make it into a regular piece of armor that doesn't change texture according to the banner. I've managed to accomplish that, except the armor doesn't change into the slim female version when equipped by a woman. I have no idea what I did wrong, the vertex animation thingy in OpenBRF seems to be set up correctly and shows the female version just like it does for the regular armor. Yet when a woman equips the new item, she completely hulks out.
Assistance would be greatly appreciated. Any ideas?
 
make sure you aren't using a "no_skin" shader and take note that the female frame has to be in frame 2 and time is 10.
 
Barf said:
make sure you aren't using a "no_skin" shader and take note that the female frame has to be in frame 2 and time is 10.
Shader is specular_shader_skin_bump_high, female frame is in frame 2 at time 10 (I didn't touch that at all, so it should be the same as on the original model).
 
rgcotl said:
HM did you changed armors uvmap
or you just edited texture?
Just edited the texture, saved it under a different name, made a texture and material brf files for it.

Could the item_kinds1.txt entry for it cause this? The Heraldic Mail with Tabard has this:

itm_heraldic_mail_with_tabard Heraldic_Mail_with_Tabard Heraldic_Mail_with_Tabard 1  heraldic_armor_new_d 0  16842765 0 3654 704643236 21.000000 100 0 51 15 7 0 0 0 0 0 0 0
0
1
-50.000000  3 2071 1 1224979098644774912 2072 1 1224979098644774913 1 4 936748722493063562 1729382256910270488 1224979098644774912 1224979098644774913

As far as I can tell, the highlighted stuff has to do with the banner placement on the armor, so I removed the red code and changed the blue 1 to a 0, as it is on other non-heraldic armors. That should be okay, no?
 
Fiddling with that was one of the first things I tried. As far as I can tell, it makes no difference if the alpha-channel is there or not.
 
Yes I did change the name. I want to make it a completely new item with its own resources, so that I can easily import it into whatever mod I'm playing at the moment by just dropping the resource files into place and copypasting module.ini and item_kinds1.txt entries for it.
To that end, I made new brf files for it. This I did by opening up the standard files, deleting everything but the item I want from them, renaming the models and materials appropriately, then saving the resulting files under new names.
 
itm_heraldic_mail_with_surcoat Heraldic_Mail_with_Surcoat Heraldic_Mail_with_Surcoat 1  heraldic_armor_new_a 0  16842765 0 3454 704643236 22.000000 100 0 49 17 7 0 0 0 0 0 0 0
0
0
that first line must be totally changed
and it will be good if you put that armor before item_end

make sure you using exactly that item with you added new and not the old one
 
Yes, I did change that first line and yes, I did put it before the item_end. Actual entry that I have in my item_kinds1.txt looks like this:

itm_dannebrog_coat Heraldic_Mail Heraldic_Mail 1  dannebrog_coat 0  16842765 0 3654 704643236 21.000000 100 0 51 15 7 0 0 0 0 0 0 0
0
0
 
Okaaaaay, so I've figured it out. I used the mesh heraldic_armor_d as my base, not noticing that the original item used heraldic_armor_new_d (d'oh!). The old meshes apparently don't work and go completely unused in the game. Switching over to the new mesh solved the problem.
 
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