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Custom Helm an falscher Position!

Discussion on Custom Helm an falscher Position! within the Flyff Private Server forum part of the Flyff category.

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Old   #1
 
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Custom Helm an falscher Position!

Hallo,
Ich habe mir neue Armor-Klassen-Sets erstellt (sprich Vorhandene Models genommen und umgefärbt). Beim testen bin ich jedoch auf folgendes Problem gestoßen:

Der Helm ist nicht auf der richtigen Position.
Ich habe die Model-Datei nur umbenannt und eine neue .dds-Datei eingefügt, darum wunder ich mich das der Helm an der falschen Position ist.
Waran kann es liegen und wie behebe ich dieses Problem?
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Old 08/29/2013, 20:16   #2
 
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Kann es vielleicht sein das du was beim Einfügen falsch gemacht hast? Wie hast du es den in den Dateien Eingetragen?

~Nestea
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Old 08/29/2013, 21:35   #3
 
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PropItem.txt
Quote:
11 II_ARM_F_BIL_TEST_HELM "IDS_PROPITEM_TXT_009184" 1 1 IK1_ARMOR IK2_ARMORETC IK3_HELMET JOB_BILLPOSTER_MASTER TRUE = SEX_FEMALE 100000 4050000 100 180 = = PARTS_CAP = 1 = = 120 200 = 1 = = = 530 532 _NONE 0 0 0 = = = = = = = = = = = = = 1 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ARMOR_SET = = = 1550 = = 0 0 0 0 0 0 = = = = = = = = = = = = 100 = = = """itm_fBilSet05Cap.dds""" 0 """""" "IDS_PROPITEM_TXT_009189"

11 II_ARM_F_BIL_TEST_SUIT "IDS_PROPITEM_TXT_009186" 1 1 IK1_ARMOR IK2_ARMOR IK3_SUIT JOB_BILLPOSTER_MASTER TRUE = SEX_FEMALE 100000 4050000 100 180 = = PARTS_UPPER_BODY = 1 PARTS_LOWER_BODY = 120 200 = 1 = = = 825 828 _NONE 0 0 0 = = = = = = = = = = = = = 1 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ARMOR_SET = = = 4000 = = 0 0 0 0 0 0 = = = = = = = = = = = = 100 = = = """itm_fBilSet05Upper.dds""" 0 """""" "IDS_PROPITEM_TXT_009187"

11 II_ARM_F_BIL_TEST_GAUN "IDS_PROPITEM_TXT_009188" 1 1 IK1_ARMOR IK2_ARMORETC IK3_GAUNTLET JOB_BILLPOSTER_MASTER TRUE = SEX_FEMALE 100000 4050000 100 180 = = PARTS_HAND = 1 = = 120 200 = 1 = = = 530 532 _NONE 0 0 0 = = = = = = = = = = = = = 1 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ARMOR_SET = = = 2500 = = 0 0 0 0 0 0 = = = = = = = = = = = = 100 = = = """itm_fBilSet05Hand.dds""" 0 """""" "IDS_PROPITEM_TXT_009189"

11 II_ARM_F_BIL_TEST_BOOT "IDS_PROPITEM_TXT_009190" 1 1 IK1_ARMOR IK2_ARMORETC IK3_BOOTS JOB_BILLPOSTER_MASTER TRUE = SEX_FEMALE 100000 4050000 100 180 = = PARTS_FOOT = 1 = = 120 200 = 1 = = = 410 412 _NONE 0 0 0 = = = = = = = = = = = = = 1 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ARMOR_SET = = = 1950 = = 0 0 0 0 0 0 = = = = = = = = = = = = 100 = = = """itm_fBilSet05Foot.dds""" 0 """""" "IDS_PROPITEM_TXT_009191"
mdlDyna.inc
Quote:
"GenMatSuitbox" II_ARM_F_BIL_TEST_HELM MODELTYPE_MESH "fBilMasterCap" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatSuitbox" II_ARM_F_BIL_TEST_SUIT MODELTYPE_MESH "fBilMasterUpper" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatSuitbox" II_ARM_F_BIL_TEST_GAUN MODELTYPE_MESH "fBilMasterHand" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatSuitbox" II_ARM_F_BIL_TEST_BOOT MODELTYPE_MESH "fBilMasterFoot" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
Und die Modeldateien und Texturen in den "Model" Ordner.
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Old 08/29/2013, 22:08   #4
 
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Kann sein das es vielleicht, bin mir aber nicht ganz sicher am Parameter liegt. Versuch mal die 11 am Anfang in 15 zu ändern. Vielleicht hilft das was.

~Nestea
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Old 08/29/2013, 23:56   #5
 
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Geht leider nicht -.- Muss an etwas anderem liegen...
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Old 08/30/2013, 00:07   #6
 
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Das selbe hatte ich mit der Termi brille habe komplett die anderen termi brillen einträge koppiert nur als BLACK GOLD geschreiben die brille war auch an den füßen xd

Oki das hilft dir jz. auch nicht wirklich, aber vllt. liegt es am rendern der .o3d ?

mfg. Kevin
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Old 08/30/2013, 00:20   #7
 
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Ich glaube es liegt wirklich an den .o3d-Dateien.
Ich habe es mal mit der originalen Datei getestet
(mdlDyna.inc: MODELTYPE_MESH "fBil04Cap"
Da ging es wunderbar...
...aber ich habe nur die o3d.-Datei mit "OBJ Converter V4.exe"
umbenannt und eine neue textur eingefügt.
Vom prinzip bin ich wie in diesem Tut beschrieben vorgegangen.
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Old 08/30/2013, 01:04   #8
 
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Quote:
Originally Posted by Darkmelfice View Post
Ich glaube es liegt wirklich an den .o3d-Dateien.
Ich habe es mal mit der originalen Datei getestet
(mdlDyna.inc: MODELTYPE_MESH "fBil04Cap"
Da ging es wunderbar...
...aber ich habe nur die o3d.-Datei mit "OBJ Converter V4.exe"
umbenannt und eine neue textur eingefügt.
Vom prinzip bin ich wie in diesem Tut beschrieben vorgegangen.
genau das selbe hatte ich wenn du ein anderes programm hast wo nichts kostet tell me

mfg. Kevin
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Old 08/30/2013, 18:28   #9
 
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Das liegt daran das ihr sie nicht animiert habt.
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