Behold NPC !

Discussion in 'General Modification' started by Zoltec, Sep 3, 2013.

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  1. Zoltec

    Zoltec Pгōdigium

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    [​IMG]

    [​IMG]

    [​IMG]

    I guess I'm just 1 step ahead to their work (cujo nerif), but there is an improvement.... :no: the hair does not need to be called... and by the way its using a diff folder PCs/Zlmatt/Zlmatt its #{10} in meshes.mes. Of course its rooted to PCs/ranger/ranger #{5} which is the only one that can work with the PC_Human_Male.SKM file. The folder is not existing even in vanilla... so I created a new one myself...

    I don't really know why the texture does not overlay with the inventory items, they are just skins lol...

    Still I'm reluctant to use the half-elf to really overlay the items to skin...
     
    Last edited: Sep 3, 2013
  2. Zoltec

    Zoltec Pгōdigium

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    I need to lean add meshhhh... :anger:

    going back primitive colars this can't be done...

    I'm able to do things like;

    Adding new Unique NPCs using NPCs folder
    Adding new Temp Character w/ texture call using PCs folder

    Nixie in PCviewer folder is redundant and need to be deleted, it doesn't call anything in there.
     
  3. Zoltec

    Zoltec Pгōdigium

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    Okay after buying items with the corset guy, I notice that some items work for him although PARTIALLY! Which is a great find of course, meaning it is working but I don't have an idea now, how to fix the chest, the hands, the feet, the HEAD works OKAY! Damn... if I can fix that eventually .... we can hav ... an npc with diff. texture.... :raving: :blahblah: :bored:

    [​IMG]
     
  4. Zoltec

    Zoltec Pгōdigium

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    XVicious helppp!!! :wavey:
     
  5. XVicious

    XVicious Established Member

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    p.s. could you add ZoltecXV instead of Matt appended to your mods that I had an influince by.


    Ok so what I see so far is that you are able too ad a new PC's
    folder with [ranger]

    and NPC's

    could you attch the example?

    I know for sure the add mesh references are in >

    \data_bk\TOEE3\rules\addmesh.mes

    maybe that would help!

    --------------------------------------------------

    here is a preview

    // Each material swap is allocated into banks of 100
    // where each offset into that 100 is a different creature
    // type. Known creature types are:
    // 0 - Human Male
    // 1 - Human Female
    // 2 - Elf Male
    // 3 - Elf Female
    // 4 - Half-Orc Male
    // 5 - Half-Orc Female
    // 6 - Dwarf Male
    // 7 - Dwarf Female
    // 8 - Gnome Male
    // 9 - Gnome Female
    // 10 - Half-Elf Male
    // 11 - Half-Elf Female
    // 12 - Halfing Male
    // 13 - Halfling Female

    // The add mesh banks below 1000 are reserved for the
    // naked (or nonexistant) version of the item.


    by the way the add mesh does go over equipment,

    like when you wear a robe or cape,
    this is when the addmesh was used over top the skm
    if the ref is not there
    it would use the original I think.
     
    Last edited: Sep 3, 2013
  6. Zoltec

    Zoltec Pгōdigium

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    lol sure.. :thumbsup:
     
  7. Zoltec

    Zoltec Pгōdigium

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    Tell me if it works or not. Modified the titles before upload.

    Still uploading. Yeah I'm aware about that, I've read it somewhere, If the SKM is pointed to that maybe we can find it inside the SKM.

    By the way, look for Elmo, the texture is pointed to him.

    NOTE If you still have the Chimera mod or Black Dragon mod installed on your game please delete the following .mob file to avoid crashes on the True Neutral Vignette. Anyway, you can use other Vignette to pass that thing, if it crashes then remove it.

    G_C9300EFD_B071_3803_CAB1_220AF3BC4B07.mob
     
    Last edited: Sep 3, 2013
  8. Zoltec

    Zoltec Pгōdigium

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    Bumping!

    I did some magic to your tools that's why I can create that new .SKM file.

    The original texture of the .SKM file is the first image on the first post, I fixed that by incorporating new files to the .SKM i.e. .OBJ and SKM.SKB.

    Actually the addmesh.mes is in the ToEE4.DAT
     
  9. Zoltec

    Zoltec Pгōdigium

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    Try this aswell...

    I already fix this!
     

    Attached Files:

    Last edited: Sep 3, 2013
  10. Zoltec

    Zoltec Pгōdigium

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    Lol then I should implement the contents of material.mes into addmesh.mes DAMN it's so MANY! :rant: I PROTEST!

    [​IMG]

    I don't even know how to add mesh... :p

    The monk robe seems to be working because it is an addmesh! Maybe we need a ITEM OVERHAUL! Sounds ridiculous but if all the items in material.mes has an addmesh then we will have no problems in equipping OUR green DUDEs.
     
    Last edited: Sep 3, 2013
  11. XVicious

    XVicious Established Member

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    :sadblinky

    yea it is a long data trail to link a new NPC or PC or race for that matter

    I would agree with you.:dizzy:


    Did you get the pointer to work?

    OMG!

    I think I see what you want!

    you want me to make ya's a program that will change the pointer for ya
    quik and easy so you can add alllllllllllllllllllll
    those equipments add meshes huh?

    cause; there was a material pointer for each race for all the add meshes
    and they all have their own skm file
    so adding a new race isn't as simple as adding a new model
    you gotta link all the equipment meshes (including the add mesh) too!
    pfff :sadblinky
     
    Last edited: Sep 3, 2013
  12. Zoltec

    Zoltec Pгōdigium

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    Well we could have different NPC textures 999! :dance:

    IF we cannot do this, then we go back to our primiteve option; HACK the hacking .DLL :(

    But if Gaear would provide ! Great ! :p

    Sure but how ? I don't have any idea lol.

    Oh yeah I know THAT.... But I'm CONFUSED!!! :chairshot:
     
  13. XVicious

    XVicious Established Member

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    OK ya I see you are a little confused;

    but I am used to programming and engineer'ing such things
    spending long hours and subjects such as this, it is hard to handle on
    the brain all at once.

    but what I would do to handle such a case, is design an app
    that would change the material ref's in the skm using offsets,
    1. porgram would copy the file inside a temp file
    2. find the material offset / change its data to what you specify using a argument (parameter)
    3. append the rest of the original file to temp
    4. create the file skm.skm (back up with changed mod material ref)

    the point of this would be so the material pointers (paths) are correct for the race
    or NPC or PC's

    the reason would be to save time; instead of hex editing
    you let the program do it for you.
    if it works you create a chain of file commands that run a batch to install a whole
    chain of SKM copys to add a race
    so it could be as simple as running a batch 1 time,
    sit back and wait untill its done,
    possibly could take a matter of minutes instead of days or weeks of hex
    edit.

    making this app would take me maybe a week to create so, Im not in a big hurry
    bud
     
  14. Zoltec

    Zoltec Pгōdigium

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    Before that I need to test some things first, I need to know how to add contents from material.mes to addmeshes.mes. The thing is the monk robe is purely out of an addmesh, whereby, the leather boots on material.mes is not declared on the addmeshes.mes, that's why the green dude does not have the leather boots texture even though it is equipped.

    Basically, that's right. But I don't know how will you do it. :)

    Actually, we don't need to add every number in each item line i.e. {014}, we just need to reference the items from materials.mes to addmeshes.mes, if this argument is not valid or reasonable then just ignore it, I have brain strained right now, can't focus on the matter.
     
    Last edited: Sep 3, 2013
  15. XVicious

    XVicious Established Member

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    most robes and capes and clothes alike, most amours and such
    are purely add meshes
     
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