Mono_Giganto Posted July 13, 2005 Share Posted July 13, 2005 Adding a flamethrower won't affect Mira's rocket launcher. The flamethrower will be handled the same way as a dart or a rocket, it's a separate item entirely. Edit: Here's another screen of that Mando helmet. Added an antenna. I figured since Boba Fett can adjust the antenna, we could make it so that normal Mandalorians have the antenna-less version, "special" characters (IE Kelborn, Bralor, Kex, etc...) have the one with the antenna down, and Mandalore gets the upright antenna. BTW, I tried redoing it, but I don't think I can. So I played with these, deleted some faces, added an optimize modifier, so the helmet with the antenna is just over 700 polygons, and the one without is just under. If you don't mind, I'm going to take a small break from the helmet, and modding in general. I've done a bit too much modelling over the last few weeks, and my social life has hit several bumps over those weeks. I kind of miss it. Just let me know when it's time to add the helmet, and I'll try to pull myself together and finish it. Link to comment Share on other sites More sharing options...
Commas Posted July 13, 2005 Author Share Posted July 13, 2005 Mono, those helmets are EXCELLENT! I love Kelborn's with the attenna down, its genius! Take all the time you need, my friend, you've already done so much for me and this mod, and all of holowan in general. The helmet will be the last thing i need, i just finnished the textures for NPC mandalorians. I found a work around for getting them to wear a helmet. they will all use helmetless mandalore's model, since that model can wear headgear. I'll have a screen shot of the new NPCs tomorrow. The next thing i'm going to start working on is Mandalore's Flamethrower and Rocket Launcher, Then its time for 2da editing, learning how to use the patcher, etc. Then when all that is done it will be time to start scripting the helmets on to the characters. It won't be until after aaaaalllll of that that i'll need the helmet model so i can texture it, so you've got plenty (and i mean PLENTY) of time. hope to see you soon, and once again, i cannot thank you enough for all the help your provided for this mod. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 13, 2005 Share Posted July 13, 2005 Hehe, glad you like them. When you do the 2da editing, give the Mandalorians Mandalore's armor, and the one bald doctor guy's head. Since he's bald and has a fairly small head, it's the least likely to clip with the helmet. Edit: Assuming he has helpers of course.... Arrghh. Will have to check that out, if not, pick another small male PC head. Link to comment Share on other sites More sharing options...
Commas Posted July 13, 2005 Author Share Posted July 13, 2005 good idea, i'll give that a try edit: i couldn't get the flamethower to activate the way you suggested, by changing the property of a grenade. it would do the animation, but then nothing would happen at all. at first i had given the grenade unlimited uses, but when it wasn't working i went back and changed it to single use. The flamethower still wouldn't fire, but this time it removed the grenade from the menu, so the game thought it had used it. oh well, i think i'll just pass on it, and give him a standard rocket launcher. i still think it fits him. Link to comment Share on other sites More sharing options...
Commas Posted July 13, 2005 Author Share Posted July 13, 2005 so i've run into a farely annoying problem. I've edited appearance.2da so that all mandalorians would use helmetless mandlore's model and the bald docters head, and when i test it in game they use the correct body and head model, but not the right texture. All the mandalorians are coming out blue. I've made blue, red and yellow textures, named them all correctly, and i've check my 2da file about a thousand times, and numerous different methods of configuring the 2da, yet every single time i get blue mandalorians (except for once where they were all came out yellow, which isn't much better). I cannot figure out why its doing this, but it just wont use the right textures for the red and yellow mandalorians, it will only use the blue mandalorian texture. Can anybody help??? (And i thought the 2da editing would be the easy part... yaarrrgh...) Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 13, 2005 Share Posted July 13, 2005 While you're playing with it, can you do a quick test for me? Can you equip some kind of headgear to a mandalorian to see if the doctor has helpers? As for the flamethrower, instead of altering a grenade, try altering a rocket. I think that's what I did. It's been a while LoL. Link to comment Share on other sites More sharing options...
Commas Posted July 13, 2005 Author Share Posted July 13, 2005 i tested that out for you, the doctor can indeed wear head gear. so thats one down also, i think i isoloated what is causing my problem with the textures. In appearance.2da when i change the entry in the "modeltype" column from F (Full model) to B (body model) it for some reason makes it only use the one texture for all three mandalorian varieties. So I tried leaving the entry as F, when set to F the textures work correctly, but unfortunetly the model will be headless. Unfortunately that value HAS to be set to B or else the model can't have a head, and if it can't have a head it can't have a helmet. But that column seems to be whats causing my problem. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 13, 2005 Share Posted July 13, 2005 Well, I may be wrong, but aren't there 3 separate lines for each Mandalorian color? Link to comment Share on other sites More sharing options...
Commas Posted July 13, 2005 Author Share Posted July 13, 2005 yes, there are, but i took that into account while i was editing and did all three. here is exactly the changes i made: First i extracted helmetless mandalore's mdl and mdx and remaned them to N_mandalorian.mdl and N_mandalorian.mdx so then the only changes i had to make to appearance.2da was in the rows for the three different mandalorian colors (Row 35 for blue, 351 for red, and 352 for yellow) was change the entries in the modeltype to B and normalhead to 147 (the bald doctor) however this gives me all blue mandalorians, no matter which color they are supposed to be, for somereason its not using the right texture. I didn't change anything in the 2da file about textures, and i named my new textures by how they appear in appearance.2da. But for some reason it uses N_mandalorian01.tga for all three but only when modeltype is set to B. if model type is set to F then it uses all the correct textures. I can't find anything else in the 2da that would be causing this. I even tried giving them all different heads, just for testing purposes. The different heads all work for the mandalorian type that i put them on (i put the bald doctor on the blue mandalorian, azkul on the yellow, and an onderon soldier on the red) The three heads all appeared on the proper type, but the armor was always blue regardless. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted July 13, 2005 Share Posted July 13, 2005 Okay, try this.... Open your newly created N_Mandalorian.mdl with a HEX editor.... The very first line you'll see an entry: P_MandaloreBD change that to: N_Mandalorian Then save. They're both 13 characters, so it should play nice.... see if that might help Edit ONLY the first entry Link to comment Share on other sites More sharing options...
Commas Posted July 13, 2005 Author Share Posted July 13, 2005 well, it was a good suggestion, i thought hex editing might get involved sooner or later, but that didn't work either... i still get the same problem. thanks tho... Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 13, 2005 Share Posted July 13, 2005 Since you're editing the 2da file anyway, try changing the model in the 2da file from the Mandalorian to Mandalore's, rather than model renaming. See if that works. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted July 14, 2005 Share Posted July 14, 2005 Originally posted by i like commas well, it was a good suggestion, i thought hex editing might get involved sooner or later, but that didn't work either... i still get the same problem. thanks tho... Hmmm.... well shoot... Have you tried "reversing"? Change all 3 of the Alien_Mandalorian entries' values: race = P_CandBB modeltype = B Modela --> Modeln = P_MandaloreBD Since you're using that initial model, you'd just have to adjust your .uti's appropriately to reference the texture to use? I see Mono beat me to it hehehe.... Link to comment Share on other sites More sharing options...
Commas Posted July 14, 2005 Author Share Posted July 14, 2005 that was actually the first way i tried doing and how i discovered the problem. when doing it that way didn't work i tried doing it the "rename the model" way but that didn't work either... i just can't figure it out, everything looks like it adds up in the 2da file, but something is clearly just not working the way its supposed to. But what i really dont get is why when model type is set to F the textures work like they are supposed to, but not when set to B. whatever it is i just can't find it... maybe someone would be willing to take a look at the files i've made? maybe a second pair of eyes will be able to spot whats wrong. btw, ChAiNz, what do you mean by adjusting the .uti's? i dont actually have any uti's using this texture, as its the texture for mandalorian npcs. I figured it was the "racetex" column in appearance.2da that governed what texture to use. For example, for the Red mandalorians: race = N_Mandalorian racetex = N_Mandalorian02 modeltype = F normalhead = **** modela = N_Mandalorian texa = N_Mandalorian Modelb - modeln = **** Texa - texn = **** i changed it to: race = P_CandBB (i also tried leaving this as N_Mandalorian, still didn't work) racetex = N_Mandalorian02 modeltype = B normalhead = 147 (bald doctor head) modela = P_MandaloreBD (Tried leaving this as N_Mandalorian and renaming the model, as we know from earlier, this also didn't work) texa = N_Mandalorian I assumed that racetex governed the three different textures because between the three rows, that is the only column that has a different value (N_mandalorian01, N_mandalorian02, and N_mandalorian03) all other values are the same, and i left racetex alone when i edited it, because i figured that was what gave the models the different textures. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 14, 2005 Share Posted July 14, 2005 Well, you could try naming youre textures something unique, and having the 2da point to those. This is confusing me. Link to comment Share on other sites More sharing options...
Commas Posted July 14, 2005 Author Share Posted July 14, 2005 YES! Thank you mono! the first time i tried this it didn't work, but then i went back and realized that i forgot to put "01" at the end of the texture names! Duh! Thanks again Mono! finally all the right mandalorians are wearing the correct armor colors!. One weird thing tho, at the mandalorian battle circle on dxun, the mandalorian sergeant is completely invisable. His name is there just floating over empty nothingness, and when you click on the name to try to talk to him it crashes the game. But every other mandalorian works correctly now. edit: if i recall correctly there are four mandalorians that stand around the battle circle. Bralor and Darvel work fine, the mandalorian sergant is invisable, but you can see his name, and i vaguelly remember that there is a fourth one standing there, but he is completely gone, not even a name. Also when i exited the mandalorian camp There is a cut scene that plays with a mandalorian, i think its kelborn but i could be wrong. he is also completely invisible with no floating name, but his cutscene plays without crashing the game. I didn't have any saves on dxun, so i used the warp cheat to get there, so i dont know if using the warp cheat cause some weird problems with some of the characters. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 14, 2005 Share Posted July 14, 2005 Hmm. Well, the Mandalorians at the battle circle are: Sargeant (Red) Bralor (Yellow) Davrel (Blue) Tal-Something (Blue) 2 Recruits (Blue) Kelborn after finishing that one quest. (Red) The guy that attacked you outside the camp was Davrel. Well, since the Sargeant is a red Mandalorian, it may have someting to do with that line. Have you checked to see if Kelborn is also invisible? Link to comment Share on other sites More sharing options...
Commas Posted July 14, 2005 Author Share Posted July 14, 2005 i was able to fix the sergent and the other guy at the battle circle. Originally i had the model and texture info in Modela and Texa but then when i copied all the information to modelb - modeln and texb - texn it made them appear normally. It wasn't darvrel that talk to me when i left the camp, it was another mandalorian, maybe kelborn, i'm not sure, who was warning me to be cafeful of all the beasts. Even after i fixed the mandalorians in the battle circle he is still invisible. oh well, baby steps right. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 14, 2005 Share Posted July 14, 2005 It should definitely be Davrel who talks to you when you leave the camp. He gets mad at you for beating him in the battle circle. To my knowledge, the only other time a Mandalorian initiates conversation with you outside the camp is when you're first brough to the camp. Shouldn't be Kelborn... Link to comment Share on other sites More sharing options...
Commas Posted July 14, 2005 Author Share Posted July 14, 2005 oh, ok i figured out why im not getting darvel, its because i warped directly to the mandalorian camp and then exited it, the converstation that i'm getting is the one from the fist time you get to the mandalorian camp fire in the jungle. But all the mandalorians there are invisible. I didn't do the battle circle, cause i dont have a save there, my character is like level 2. but yeah the mandalorians at the campfire in 402dxn are invisible. wierd... does anybody have a game save on dxun or directly before dxun i could borrow, cause warping breaks the plot, i want to make sure that isn't the cause of the problem. Link to comment Share on other sites More sharing options...
stoffe Posted July 14, 2005 Share Posted July 14, 2005 Originally posted by Mono_Giganto It should definitely be Davrel who talks to you when you leave the camp. He gets mad at you for beating him in the battle circle. To my knowledge, the only other time a Mandalorian initiates conversation with you outside the camp is when you're first brough to the camp. Shouldn't be Kelborn... The red-armored leader of the scout patrol that first confront you in the jungle about bringing you to their camp will stick around and talk a bit with you when you return if you don't attack and kill him but submit and follow them willingly. Invisible creatures is usually appearing when the game tries to load a body variation that has no valid model assigned. Make sure you've assigned the model to all available body variation slots. Otherwise if a Mandalorian wears armor (not just visually but in inventory, like some of the "bosses" tend to) there would be no valid model to load if you only assign models to the underwear and plainclothes body vars. At least that's my (limited) experience with that kind of thing. Link to comment Share on other sites More sharing options...
Commas Posted July 14, 2005 Author Share Posted July 14, 2005 yay! the weird invisible mandalorian problem is fixed! when i was editing the 2da, some of the weird numerical values at the very end of the rows got reset, and it was somehow causing the mandalorians in stealth mode to not come out of stealth mode, but i went back and checked the all three rows column by column and set all the numbers back to their original settings and everything works fine now! now its time to try to equip helmets. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 14, 2005 Share Posted July 14, 2005 Originally posted by stoffe -mkb- The red-armored leader of the scout patrol that first confront you in the jungle about bringing you to their camp will stick around and talk a bit with you when you return if you don't attack and kill him but submit and follow them willingly. Interesting, never happens to me... Oh well, I guess I stand corrected. Link to comment Share on other sites More sharing options...
Commas Posted July 14, 2005 Author Share Posted July 14, 2005 well, i found out i was wrong about when the cutscene happens, i messed things up when i used the warp cheat. the cutscene in question is the one where kelborn and his troops ambush you in the jungle and then bring you to talk to mandalore, the reason i was getting when i left the camp is cause i warped straight to the camp, bypassing the jungle, so when i left the camp it would trigger the scene. sorry if i confused you, its been a long time since i was on dxun, i had forgotten about some of the stuff that happens. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 14, 2005 Share Posted July 14, 2005 Heh, was bored, so slapped a ref. shot onto the model, just a funny little picture... Also told me something I needed to know. I don't need to model the "cuts" in the helmet where the cheeks are, a good skin will substitute. Link to comment Share on other sites More sharing options...
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