Did you know and what do you think?

Discussion in 'General Modification' started by Cujo, Jun 30, 2005.

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Love that opening... the one game intro I actually still enjoy waching, as opposed to hitting 'escape' instantly. I mean I still hit escape, but, well, u know... :crazy:
     
  2. Cujo

    Cujo Mad Hatter Veteran

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    Aaaaaaaaaaarrrrrrrrrrrrrrhhhhhhhhhhhhhhhhhhh

    I spoke to soon;

    in relation to skins the protos looks for 3 files, I will explain how the whole thing works so someone in the future might be able to do something (after unpacking the DATs)

    protos.tab looks for meshes.mes in the model colum*
    protos.tab looks for materials.mes in the colour colum**
    protos.tab looks for addmesh.mes in the colour colum**

    meshes.mes line example
    {12166}{armor\gladiator\gladiator_armor_ground}
    its looking for file, gladiator_armor_ground

    materials.mes line example
    {14300}{CHEST:art\meshes\armor\gladiator\gladiator_male_hu.mdf}
    its looking for file, gladiator_male_hu.mdf***

    gladiator_male_hu.mdf looks for/contains this text...
    Textured
    Texture "art/meshes/armor/gladiator/gladiator_male_hu.tga"

    addmesh.mes line example
    {14300}{art\meshes\armor\gladiator\gladiator_M_human_addm.SKM}
    its looking for file, gladiator_M_human_addm.SKM

    now the big problem is, that in some places it looks like every thing is perfect and that you can change the skin its really lying to you just so you can get pissed off later, I should have known, but know I understand, why the kobold didn't work, its the same reason for all my problems. if you take a quick look at the line from the addmesh you will see that it looks for a *.skm

    now where I've gotten myself into trouble is where I change the tga of that skm and everything works fine, so I make a copy with new names, and the admesh.skm still looks in the original place for its skin. I think that if i deleted the admesh.tga from the gladiator folder you would still see the admesh because its looking in the halfplate folder

    but finally there are somethings that have no admesh.tga - why? it must be internal, and 3ds max and milkshape can't get into them, I thought I had for a minute after using unreal tournemnts skinmaker, which I found after many hours of looking for something that could open an skm, just made the game CTD as soon as I typed "give 6319[enter]". now I have plan E and F to try which are almost the same and if they fail, well atleast I can make permantly hoodless cloakes even with no headgear.

    *found in data/art/meshes
    **found in data/rules
    ***found in data/art/meshes/armor/gladiator

    ps this means the robes have fallen through, I'll just change both sets of blue robes to different colours, black and red. and it also means that some of my new clothings will be dependant on the core items being changed in colour.
     
  3. Cujo

    Cujo Mad Hatter Veteran

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    ok here's the deal (if it works) there will be changes to the noble garb (red and purple) so I can make red and white robes, the blue robes and blue wizard robes are a mess and the game actually uses bits from both to make each one so they're kind of a clone of each other and imho a waste of a perfectly good protos number, so I'm going to steal 6081, for one of my robes (if my hood theory is right)

    oh and the wizard robes will come in black.
     
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Interesting... presumably when u mob a character in, all those numbers turn up in the .mob file somewhere... hmmm...

    Good work Cujo! :clap:
     
  5. Cujo

    Cujo Mad Hatter Veteran

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    You mean to say that its those elusive mod files that are my problem?
     
  6. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    No but its one more little step in understanding what they do
     
  7. Cujo

    Cujo Mad Hatter Veteran

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    Well now that you mention it, it may be the case because. If you can get one skm to use a different tga using code then I don't see why you can't do it with another...
     
  8. Cujo

    Cujo Mad Hatter Veteran

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    well my workaround worked, I made 2 mistakes in the code, fixed one to get to this point and now I just got to see where I when wrong on the other bit.

    This picture is of white robes over scale mail...
     
  9. Gaear

    Gaear Bastard Maestro Administrator

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    With boobs! . . . Great job, Cujo!
     
  10. Lord_Spike

    Lord_Spike Senior Member Veteran

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    I think somebody owes you a cookie (...or two) for those beauties!

    :google:
     
  11. Cujo

    Cujo Mad Hatter Veteran

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    umm, what you see in the snap shot is a mistake that I'm trying to fix; the chest part of the robe is invisable so you can see whatever you're wearing (or not wearing) underneath.

    Changes in original items to get what I wanted out of new items:
    purple noble garb is now white
    wizard robes are now black
    small changes to red noble garb
    wizard hat is now black (optional)
    ochre villager now has a black skirt

    if these changes are ok for you then then my mod will be the one for you.

    after thought- if you like the invisable chest in the robes should I just leave it as is? it's like that on everyone (I think)
     
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    You can have THREE cookies, but only if u leave it see-through! ;)

    <cookie, cookie, cookie>

    [Edit: does it make guys with nothing underneath. like Spugnoir, look ridiculous?]
     
  13. Cujo

    Cujo Mad Hatter Veteran

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    Yip, and it only comes in "1" size that doesn't fit all, so not for dwarfs and halforcs. mumble mumble not working mumble mumble still include it mumble mumble stupid creators mumble mumble noble garb was not meant to be worn by non-humans mumble mumble
     
  14. Moosehead

    Moosehead Rubber nipple

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    damn... the invisible chest is a really sweet idea though... poop. :|

    if you get it fixed, i'd also like to see more interesting looking robes with "armour-like" bits to them that don't show off the armour.
    like having some asian/samurai-type robes, ninja-outfit monk robes (hehe), extravagant robes, simple robes, mindflayer garb etc.

    hm. i can't seem to find any posts of you saying it, so which program do you use to make the alterations to the textures and model meshes?
    i wouldn't mind having a go at this myself.
     
  15. Cujo

    Cujo Mad Hatter Veteran

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    Photoshop, and my brain. I can't find a single program that'll open a skm, even to change the texture. You can edit the tga's in photoshop, and I use my memory to picture if I'm doing it right (how it'll look finished) and the addmesh has internal code to find its own tga.
    I thought about that but...
    1. I've gone off that shit (no offence to anyone who likes it, just reminds me of my real life Darly, little succubus that she is)
    2. I can't think of any addmeshes that would work for a convincing Japanesse style garb
    3. I've never tryed multiple addmeshes, well thats how the robes work with the hood, but thats how robes are suposed to work

    and what's this "ninja-outfit monk robes" (please excuse I'm tired and been workkng on the robes all day as I'm on holiday) ninjas wore whatever they wanted to blend in, tradional ninja garb is from kabuki plays and how they portrayed a ninja. Unfortunatly I can't add new head gear just change it so you would be lacking the head stuff anyway.

    the robes are going to be in my mod but I'm leaving them as they are; broken
    I can change the existing monk robes to look different though...

    by the bye what's a mindflayer?
     
    Last edited: Jul 7, 2005
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