OSP Fantasy 3D Art Surrealarms: Races

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Halcyon 说:
As for the new format you are working on, would be able to import those into another mod?

the idea with the knees, and neck is great, maybe it could also be translated to the hands/wrist? It always kind of bothered me that the hands were so separated from the torso so to speak.

That is to complex without module system. Importing a whole new race by text editing would be a real challenge.
I can make the wrist connections better, but the problem can not be solved only with rigging. There should be a helper bone to twist the lower arm after the rotation of hands to keep the connection smooth during animation.

Lord Drake 说:
Ok, please forgive my severe ignorance but.. are you saying I can just copy of the code of another helm and simply swap the name?

Yes, that is all.  :wink:

HokieBT 说:
damn, that Xena is amazing!!  :shock:    Let me know when you are ready to model Princess Leia.    :lol:

Thanks, I will let you know but now I am working on a secret model...  mum is the word!  :smile:
 
DtheHun 说:
Lord Drake 说:
Ok, please forgive my severe ignorance but.. are you saying I can just copy of the code of another helm and simply swap the name?

Yes, that is all.  :wink:
Great, thanks. :smile:
I take it the same will work for the rest?
 
That movie is awesome :eek:

If that mod is ever going to be published, I would give it a try :smile:

Anyway, next noob in line please, this one has said what was needed to say, at least that's what he think :eek:
 
Ok, I got the boots and the armour to show up. But none of the weapons are showing up.. :/

I took the first large clump of code from other weapons I've seen in game and pasted like you said. But they're still not showing up. :sad:
 
does the 'race' have determining factors like height and bone structure? Really what i meant by importing, is that even though they are a new 'race' these are still represented by in-game models, and although these may be built differently, since they are still models you would be able to import into another game with few problems. unless of course there was some sort of special coding that needs to go with it.
 
Thanks, Swordyke:wink:

Lord Drake:
I show the method with a new axe:

1. 2. just like in the tutorial: http://web.t-online.hu/findadezso/surrealarms/gb_import_items.doc

3. Open the mod's item_kinds1.txt, and raise the blue number by one.
itemsfile version 2
434
itm_no_item INVALID_ITEM INVALID_ITEM 1  practice_sword 0  12582914 9223388529554358287 3 0 1.500000 100 0 0 0 0 16384 103 0 90 0 522 528
0

4. Find and copy a similar weapon's code. 
itm_sword_of_war Sword_of_War Sword_of_War 2  b_bastard_sword 0  scab_bastardsw_b 3458764513820540928  6356995 9223635958660858096 524 155668 3.000000 100 0 0 0 11 40960 93 0 130 0 287 40
0

itm_hatchet Hatchet Hatchet 1  hatchet 0  80019458 9223388530091229198 3 270356 2.000000 100 0 0 0 0 23552 97 0 60 0 256 23
0


itm_hand_axe Hand_Axe Hand_Axe 1  hatchet 0  80019458 9223388530091229198 24 270356 2.000000 100 0 0 0 7 27648 95 0 75 0 256 27
0
Hatchet is my choice. It is weak, but easy to find at arms merchants.

5. Paste the code to the end of the file
itm_rabati Rabati Rabati 1  rabati 0  12 0 278 123731968 2.000000 100 20 0 0 0 0 0 0 0 0 0 0
0

  itm_hatchet Hatchet Hatchet 1  hatchet 0  80019458 9223388530091229198 3 270356 2.000000 100 0 0 0 0 23552 97 0 60 0 256 23
0
6. Give it a unique ID (yellow), and change the model ID (red) to the name of the mesh in the BRF file. 

itm_rabati Rabati Rabati 1  rabati 0  12 0 278 123731968 2.000000 100 20 0 0 0 0 0 0 0 0 0 0
0

  itm_uniqueaxe Hatchet Hatchet 1  modelname  80019458 9223388530091229198 3 270356 2.000000 100 0 0 0 0 23552 97 0 60 0 256 23
0
Halycon:

Races determinating new skeletons and body parts - the new armors not worth a stow withot them. Importing these you have to get the ModuleSystem files of the other mod. The understanding of ModuleSystem also will be required, and cdvaders tutorial can be a great help: http://forums.taleworlds.com/index.php/topic,73231.msg1903973.html#msg1903973
So, these races will be triable by players in this mod without story and with many unsolved problems waintng for coders. The plan is some kind of chaotic native expansion, but Surrealarms:Races could be more as OS raw material for further mods.

Emilio Aguinaldo:

Correct definition  :grin:

 
DtheHun 说:
Lord Drake:
I show the method with a new axe:

1. 2. just like in the tutorial: http://web.t-online.hu/findadezso/surrealarms/gb_import_items.doc

3. Open the mod's item_kinds1.txt, and raise the blue number by one.
itemsfile version 2
434
itm_no_item INVALID_ITEM INVALID_ITEM 1  practice_sword 0  12582914 9223388529554358287 3 0 1.500000 100 0 0 0 0 16384 103 0 90 0 522 528
0

4. Find and copy a similar weapon's code. 
itm_sword_of_war Sword_of_War Sword_of_War 2  b_bastard_sword 0  scab_bastardsw_b 3458764513820540928  6356995 9223635958660858096 524 155668 3.000000 100 0 0 0 11 40960 93 0 130 0 287 40
0

itm_hatchet Hatchet Hatchet 1  hatchet 0  80019458 9223388530091229198 3 270356 2.000000 100 0 0 0 0 23552 97 0 60 0 256 23
0


itm_hand_axe Hand_Axe Hand_Axe 1  hatchet 0  80019458 9223388530091229198 24 270356 2.000000 100 0 0 0 7 27648 95 0 75 0 256 27
0
Hatchet is my choice. It is weak, but easy to find at arms merchants.

5. Paste the code to the end of the file
itm_rabati Rabati Rabati 1  rabati 0  12 0 278 123731968 2.000000 100 20 0 0 0 0 0 0 0 0 0 0
0

  itm_hatchet Hatchet Hatchet 1  hatchet 0  80019458 9223388530091229198 3 270356 2.000000 100 0 0 0 0 23552 97 0 60 0 256 23
0
6. Give it a unique ID (yellow), and change the model ID (red) to the name of the mesh in the BRF file. 

itm_rabati Rabati Rabati 1  rabati 0  12 0 278 123731968 2.000000 100 20 0 0 0 0 0 0 0 0 0 0
0

  itm_uniqueaxe Hatchet Hatchet 1  modelname  80019458 9223388530091229198 3 270356 2.000000 100 0 0 0 0 23552 97 0 60 0 256 23
0
Tried that, though I used the Ivory Bow and Seax knife. :/
I'll try different weapons.
 
You love to tease, don't you? :lol:

No idea where it's from, though the helm's figure makes me thing of Diablo II's paladin helms...Any chance we'd get to see some colours?

edit: Reminds me of a Morrowind one as well...
 
Your first answer is close to the true hairfree. :grin: Colors will come later, because I have to paint a texture first.
 
Close as Diablo 2 or paladin?
Also it's more likely a barbarian. And if it is, you WILL send me the files  :evil:

(I'm having trouble modelling the barbarian armors, *sigh*)
 
Thanks, Kazzan. Texturing it will be a real challenge.
You guessed the class right, Kbcamaster! Diablo 2 is not far from the correct answer.
 
I've seen something like that somewhere, for sure. Just can't recall. Either way, it's gonna be a good BarbarianMerc/BarbarianUniqueSet for my mod...
 
Kbcamaster 说:
I've seen something like that somewhere, for sure. Just can't recall.

I am sure you have seen it, but why did not you play with that game  :?:

Let there be light!  :grin:


 
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