I'm not entirely sure, if this is the right subforum to ask, but since it's about custom artwork (to a certain degree), i think, it's allright. If not - please move
I'm running into some problems with my added entries in Body.def and equipconv.def.
I'm trying to add new bodys for custom races (all either human or elf bodies) so I can make use of the equipconv.def to display armor differently depending on what race equips it.
About the equipconf.def problem:
Everything works as intendet, the armor is displayed as i want it to - at least the animations.
The paperdoll in fact doesn't change at all. Closing and reopening the paperdoll doesn't solve the problem.
Weird thing though: The first test run was with the body 744/745 (Vampiric Embrace). While it didn't work the first day, it actually DID work the day after, the paperdoll changed alongside the animation, if i switched from body 400 to 744. But using the newly added body screwed it up again - the paperdoll doesn't change anymore, with neither body.
Also, although i added a hue to some pieces, it doesn't change the hue at all. My guess is that because those pieces are armor which get their hue from the resource they're made of, the hue is overridden by the resource hue (0 in this case for iron)
About the body.def problem:
As stated above, i added new human bodies via body.def...
... and declared them in the mobtypes.txt
I don't have any clue about what the flags value means, i just copied it from the original body entries for humans/elves (but changing them didn't solve the problem).
Using these bodies in the game works... well... almost as intended.
Ingame, the bodies are displayed correctly as animations. But they don't have a paperdoll, nor do footstep sounds play as they walk. They're acting as if they were common animals/monsters after all.
As I said, I tried changing the flag value to anything i could find in the mobtypes.txt, but to no avail.
I have a faint feeling that I have to add them in the body.cs script, but I hope not, since I'd prefer to make this without any script changes.
So, if anyone can give me a hint what I did wrong, it would be much appreciated
I'm running into some problems with my added entries in Body.def and equipconv.def.
I'm trying to add new bodys for custom races (all either human or elf bodies) so I can make use of the equipconv.def to display armor differently depending on what race equips it.
About the equipconf.def problem:
Everything works as intendet, the armor is displayed as i want it to - at least the animations.
The paperdoll in fact doesn't change at all. Closing and reopening the paperdoll doesn't solve the problem.
Weird thing though: The first test run was with the body 744/745 (Vampiric Embrace). While it didn't work the first day, it actually DID work the day after, the paperdoll changed alongside the animation, if i switched from body 400 to 744. But using the newly added body screwed it up again - the paperdoll doesn't change anymore, with neither body.
Code:
#1000 527 944 50497 0 # M plate chest -> necklace
1000 528 556 50556 0 # M plate arms -> bone arms
1000 530 943 50943 997 # M plate gloves -> woodland belt
1000 531 468 50468 997 # M plate gorget -> cloak
1000 529 543 50543 0 # M plate legs -> leather pants
1000 563 414 50414 0 # M plate helm -> bear mask
Also, although i added a hue to some pieces, it doesn't change the hue at all. My guess is that because those pieces are armor which get their hue from the resource they're made of, the hue is overridden by the resource hue (0 in this case for iron)
About the body.def problem:
As stated above, i added new human bodies via body.def...
Code:
1000 {400} 0 # human male
1001 {401} 0 # human female
1002 {605} 0 # elf male
1003 {606} 0 # elf female
... and declared them in the mobtypes.txt
Code:
1000 HUMAN 20000
1001 HUMAN 20000
1002 HUMAN 20000
1003 HUMAN 20000
I don't have any clue about what the flags value means, i just copied it from the original body entries for humans/elves (but changing them didn't solve the problem).
Using these bodies in the game works... well... almost as intended.
Ingame, the bodies are displayed correctly as animations. But they don't have a paperdoll, nor do footstep sounds play as they walk. They're acting as if they were common animals/monsters after all.
As I said, I tried changing the flag value to anything i could find in the mobtypes.txt, but to no avail.
I have a faint feeling that I have to add them in the body.cs script, but I hope not, since I'd prefer to make this without any script changes.
So, if anyone can give me a hint what I did wrong, it would be much appreciated