theAthenian
Any progress?
theAthenian said:Can't wait to get my hands on those files!
skeleton_face_keys = [
(0,0,0,0, "Chin Size"),
(0,0,0,0, "Chin Shape"),
(0,0,0,0, "Chin Forward"),
(0,0,0,0, "Jaw Width"),
(0,0,0,0, "Jaw Position"),
(0,0,0,0, "Mouth-Nose Distance"),
(0,0,0,0, "Mouth Width"),
(0,0,0,0, "Cheeks"),
(0,0,0,0, "Nose Height"),
(0,0,0,0, "Nose Width"),
(0,0,0,0, "Nose Size"),
(0,0,0,0, "Nose Shape"),
(0,0,0,0, "Nose Bridge"),
(0,0,0,0, "Cheek Bones"),
(0,0,0,0, "Eye Width"),
(0,0,0,0, "Eye to Eye Dist"),
(0,0,0,0, "Eye Shape"),
(0,0,0,0, "Eye Depth"),
(0,0,0,0, "Eyelids"),
(0,0,0,0, "Eyebrow Position"),
(0,0,0,0, "Eyebrow Height"),
(0,0,0,0, "Eyebrow Depth"),
(0,0,0,0, "Eyebrow Shape"),
(0,0,0,0, "Temple Width"),
(0,0,0,0, "Face Depth"),
(0,0,0,0, "Face Ratio"),
(0,0,0,0, "Face Width"),
(0,0,0,0, "Post-Edit"),
]
(
"skeleton", 0,
"barf_skeleton", "barf_skeleton_calf_l", "barf_skeleton_handL",
"barf_skull", skeleton_face_keys,
[], #man_hair_meshes ,"man_hair_y5","man_hair_y8",
[], #beard meshes ,"beard_q"
["hair_blonde", "hair_red", "hair_brunette", "hair_black", "hair_white"], #hair textures
["beard_blonde","beard_red","beard_brunette","beard_black","beard_white"], #beard_materials
[
("barf_skull",0xffffffff,["hair_blonde"],[0xffffffff, 0xffffffff]),
], #man_face_textures,
[], #voice sounds, put your own in here, following the template of the man / woman; I built custom sounds of moaning and stuff
"skel_human", 1.0,
psys_game_blood,psys_game_blood_2,
),
#P.S., you can use any particle effect you want for blood. I built a "dusty" effect for mine.
tf_skeleton = 2
skeleton_face1 = 0xffffffff00000000000000000000000000000000000000000000000000000000
skeleton_face2 = 0xffffffff00000000000000000000000000000000000000000000000000000000
["death_knight_skeleton_archer","Death Knight Skeleton Archer (?)","Death Knight Skeleton Archers (?)",tf_skeleton|tf_always_fall_dead|tf_mounted|tf_guarantee_helmet|tf_guarantee_shield|tf_guarantee_ranged|tf_no_capture_alive,0,0,fac_death_knights,[itm_arrows,itm_long_bow,itm_strong_bow,itm_short_bow,itm_spiked_club,itm_mace_1,itm_tab_shield_round_a,itm_nordic_helmet,itm_nordic_archer_helmet,itm_skeleton_armor01,itm_skeleton_armor02,itm_skeleton_armor03],regular_ranged_attrib|level(25),wp_melee(75)|wp_archery(150),0,skeleton_face1,skeleton_face2],
["skeleton_armor01","Skeleton Armor",[("barf_skeleton_armor",0)],itp_type_body_armor|itp_unique|itp_covers_legs,0,30000,weight(15)|abundance(0)|head_armor(0)|body_armor(125)|leg_armor(15)|difficulty(1),imodbits_none],
skeleton_face1 = 0xffffffff00000000000000000000000000000000000000000000000000000000
skeleton_face2 = 0xffffffff00000000000000000000000000000000000000000000000000000000
No. That's controlled by vertex colors- hmm, I have that turned off- I take it that they turn red? If yes, that's interesting, I thought model vertex colors overrode the blood code.If I use that one will blood spots stop appearing on the body?
theAthenian said:Can you totally disable blood on the skeletons?
Anyways, can you help me with something else please? I have a helmet who was originally designed for M&B but when I use it in Warband the face inside doesn't appear. Is there a solution for this? Like a flag I need to add or something?