THIRD PARTY TUTORIALS |
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Siege University II Tutorials Modding FAQ 095: Upgrading DSII 100: The Basics of Siege Editor 201: Compass Map Radar 202: Conversations 203: Journal 204: Quest Indicator Icons 205: Start Positions 206: Teleporters 207: Town Portal Restrictions 208: Weapon Effects 209: Flick 210: Tuning Grids 211: Setting Up Good Map Lighting 212: Setting Up Simple Node Fading 215: Building Data Tables Siege University I Tutorials 200: Concepts and Terminology 201: Templates 203: Triggers 204: Moods 205: Fades 206: Elevators 211: Naming Key 213: Dungeon Siege Resource System 301: Introduction to Dungeon Siege Architecture Third Party Tutorials A Simple Mod Part One - Armor Textures A Simple Mod Part Two - A New Armor Beginners Guide to Stitching Regions How to Open and Create Tanks Making Chants Work in a New Map Ornaments Understanding the NKK Useful Links Siegetheday.org Dungeon Siege Outpost Dungeon Raider Kdawg.org - List of useful Links MCarp DS Nodes Dungeon Siege 2 at Gamefront Broken World at Gamefront |
OrnamentsOrnaments differ from the other wearable items in two important ways: they do not replace any submesh of the character, and they do not have a slot where they can be equipped. These restrict the things you can use them for, so in general just stick with the same ideas as DS2, i.e extra parts for body armor - shoulder spikes/plates, collars for mage robes, or an archer's quiver. Like the other wearables, they stil must be controlled by the character's bones, so to start making an ornament we need to load the base armor mesh into Siege Max. I'll demonstrate by making the tail for a Bunny costume, which is a texture for type 1 armor, so I load m_c_gah_fg_pos_a1 from the unrigged meshes in the art pack. Although I'm making an ornament for DS2, I can use the DS1 art pack, as the skeleton is the same, and the skinmesh gets removed later.
Almost done! We just need to add an ASP modifier to the stack, so that we can export this as a DS mesh. As a precaution, use the previewer and hit the space bar to make sure the sphere stays floating where it should. If any vertices collapse to the root marker, you missed them when weighting the mesh. If all is well, export the mesh. To use the ornament, you can include it in either the armor template, if it is to be used by the party members, or in the NPC template if it is specifically for a non-party character. The syntax is slightly different for each. For an armor, add an [armor_ornaments] section to the [aspect]. You need to provide the full mesh bitmap name, but the mesh name is relative, as the armor can be worn by multiple characters, so you have to supply an ornament for each one - i.e. a female, a male, and a half-giant. An NPC already has race and gender decided, so there you specify the full name of the ornament mesh. Here are examples from the GPG templates. [t:template,n:amr_bdy_cmg_sorcerer] One thing to note is that although a texture is named with the armor_ornaments component, it is ignored, and the texture saved in the mesh is the one that is used by the game. Credits: Ghastley c/o Ghastley.org |