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Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

Problem with bones

ART ERROR: Child and Parent skeletons are different
    Attempted to attach deformable [m_c_gah_amr_hlmt_hm_type08] with 37 bones to [m_c_ebb_011_pos_1] with 56 bones

I think this is why valdis can't wear any gears, and i have no clue how to fix this, i've been to the su and read about the characters but that didn't really help.

Is there any way to write new armor templates adjusted to fit on a model with 56 bones instead of the normal 37, or do i have to edit the valdis model?

Well, even though I can't mod worth a damn;

It looks like you will either have to edit his current moel or make a new armor template.

But here's another idea;

You know how they have Valdis wearing armor in the game as your nemesis?
Maybe you could just make copies of some of the armor templates already in the game and format them to be more identacle to the armor he wears in there. Just add the copies to the opened Logic.ds2res file and re-tank it into the Resources folder...

Just a thought...

Lord_Claw_II wrote:
Well, even though I can't mod worth a damn;

It looks like you will either have to edit his current moel or make a new armor template.

But here's another idea;

You know how they have Valdis wearing armor in the game as your nemesis?
Maybe you could just make copies of some of the armor templates already in the game and format them to be more identacle to the armor he wears in there. Just add the copies to the opened Logic.ds2res file and re-tank it into the Resources folder...

Just a thought...

Monster files don't get that detailed, they have stats applied to them, but they don't actually wear any gears, what you see is part of their model and animation files.

Download the Treasure Island map. Look at the armors row. There is a set of armor with "Valdis_Armor_" in the names. Tell me, what are those for if he can't wear them?

Sharkull's picture

Lord_Claw_II wrote:
Just add the copies to the opened Logic.ds2res file and re-tank it into the Resources folder...

I'm going OT here, but I just can't let this slip by...

NEVER DO THIS!!! There is absolutely no reason to ever retank one of GPG's resource files... ever. Don't do it. No, no, no, no, no. You'll only cause yourself major headaches this way. Modding can (and should) be done by creating new resource files, and these are set up (with priorities) to override the content in GPG's tanks. Retanking a GPG resource file is the equivalent to asking "please corrupt my game files, and please make mods not work properly ever again...". AFAIK, the only valid reason for working directly with a GPG tank is to modify certain things in a map file (things like camera zoom / azimuth settings, which cannot be overridden in a separate tank).

LoneKnight's picture

I can't stress enough how correct in every manner Sharkull was. You should never mess with GPG's resources.

Strider978's picture

Ok I think you need to understand a little bit about what your trying to do first of all...

The DS playable character system is incredibly difficult to mod, its rather finicky and requires quite a bit of playing around with to get it to work. The easy part is templating which you've already done. The not easy part is getting the rest of it to work. The way characters wear armour is that each piece of armour has to be brought into 3dsmax and adjusted to fit that character. This means that you need the base ds2 armours and the base valdis model with a working skeleton IN 3dsmax. In ds1 this was accomplished with art packs. GPG has not been forthcoming with such art packs for DS2 (hint hint GPG). It is however possible to use a copy of Lance's Import tools to import the armor into 3dsmax. However since the tools do not import bones well, you will be unable to import the base Valdis skeleton. This means that unless GPG can produce an art pack for Valdis, or you can code a new and better import tool, you will be unable to ever have Valdis wear armour. The same goes for any monster in DS2, including the archmage.

I should also mention that for animations it works the same way, Valdis has maybe 5% of the required animations for a playable character. I havn't checked but I would be surprised if he could duel wield, fire a bow, use a staff or use a shield. This is because he is missing the animations for them. That means if you do manage to get a hold of an art pack you still have 100+ animations to make from scratch. This is not an easy task.

The only way you might be able to get it to work, is too import the Valdis model, re-rig him (add new bones), attach armour to him (all 70 or so meshes required), weigh him properly to his new skeleton, and produce all 150ish animations required from scratch.

There is no way to fix this simply by switching the templates around.

Making a new fully playable (all animations, all armour) Playable Character is probably the most ambitious of any Art related projects you can do with DS, this is why there are only 5 or so ever produced by the modding community.

:bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat: :bat:

Strider978 wrote:

The only way you might be able to get it to work, is too import the Valdis model, re-rig him (add new bones), attach armour to him (all 70 or so meshes required), weigh him properly to his new skeleton, and produce all 150ish animations required from scratch.

I figured as much after I read about characters in siege u. So much for an easy break. Sad

So, this mod has gone down the drain?