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Author Topic: Not Naked Questions/Concerns  (Read 14654 times)

Denim Sk8r

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Not Naked Questions/Concerns
« on: August 29, 2004, 07:10:00 pm »

I transferred my Centaur file over to the new version and it works fine save for one thing, I cannot get the game to make clothing according to Centaur Pants and the options for making a centaur shirt includes WAY too many body parts. How would I go about adjusting the creature file to fix this? Or must the item file be adjusted to fix this?

[PS] I can't add any Item Class file things to the universe, so any items someone creates must be added to the stock file.

[ August 29, 2004: Message edited by: Denim Sk8r ]

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Toady One

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Re: Not Naked Questions/Concerns
« Reply #1 on: August 29, 2004, 07:32:00 pm »

Yeah, sorry about the item file oversight.  I'm going to patch that up and do some of zonk's chargen ideas for a little bug release in a few weeks (I should find time by then).

Regarding your centaur, the form node definitions in the body parts aren't set (my fault -- I don't even remember if the editor let you look at them before).  So, they are all "body" for centaur.  If you look at the human, you can try and sort them out.  It is because of this that the shirt has so many parts -- everything is the body, so it thinks it has to cover them all.

For instance, the form node defs at the top of the bodypart editor for the centaur right upper arm says "Body, None, 1".  These weren't really used before, so no bugs came about.  It should be "Arm, Central, 3" -- well, the 3 is going to be hard.  These numbers are the corresponding indices from the form file (like humanoid), but of course, a centaur doesn't follow a standard form.  Just leave them all 1.  It won't make a difference for a while, and when I add more support for strange forms, the numbers will handled differently.

For pants, you can set both the torso and lower body to "body, outer" and all the legs to "leg, central" and "leg, outer" for upper and lower respectively.  This would give pants that cover the entire horse bit and and all 4 legs.  If you wanted only the bag two legs, set the torso to "body, none" or "body, central" for example.  For the shirt, you need to set the arms as they are in the human file ("arm, central" and "arm, outer" for upper and lower).  Then neck is "head, central" and the head is "head, outer".

Sorry about this.  All of the old creature files suffer from this, but there's no easy way for the game to recognize the form type of old version files.

[ August 29, 2004: Message edited by: Toady One ]

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Denim Sk8r

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Re: Not Naked Questions/Concerns
« Reply #2 on: August 30, 2004, 06:23:00 pm »

Something else for the mini-release, the Creature Editor's Form Node Type thing I don't believe that it's possible to add or change the different types, I thought that they were simply the parts listed in the creature form file used by the creature, but it also includes hands and feet. I was trying to mess with that to make a short-sleeved shirt as my first item.

Also, would it be possible to add a new Restriction in the Item Class Editor that would allow you to specify that a specific Material Class (or classes) are needed for a component of the item. For example setting this to Precious Metals for the blade of swords would ensure that the blades must be gold, silver, or copper.

Besides that, I've updated my centuars and gargoyles for the new release and adjusted the human_upperbody model so that the female centaurs are more distinguishable from the males. Once I get internet access to work on my laptop, I'll send them in.


It seems to me that, right now, there seems to be no way of creating a hat or helmet, the current editor would encompass the entire head rather than just the top. No need to rehaul the editors for things like that now, it's just something that occured to me. Maybe I can add an attach point to the top of the head and draw up a hat model....I don't know, I'll try and see what happens.

[Edit] I am now even more lost within the Item editors, I can't understand why bows even look like bows, nowhere do I see something that tells the system how to draw the curved bow and string or any other items besides shirts and pants which get their form from the wearer...... I don't know.

[ August 30, 2004: Message edited by: Denim Sk8r ]

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Toady One

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Re: Not Naked Questions/Concerns
« Reply #3 on: August 30, 2004, 08:47:00 pm »

The form node types in the creature editor are very general preset categories that can't be changed.  If you look at the Creature Form editor, each node has a type.  That's what these are -- these are the same types that the motifs interact with using Body Components.  The Mammal motif needs to know where to stick its head definition, for instance.  I've reserved some spots for new types, but the truly strange monsters might take a bit of code revision, since they don't interact with forms or motifs at all.

Adding material classes to the item editor should work, though in most cases you'd want to leave them as general as possible and just go by material properties (which you can't do much of yet).  I'll try to stick that in.

Yeah, the reason hats aren't in is because they are a bit tricky.  I had wanted to do one, but I don't think the item model editors are functional enough yet (or it would look ugly or cause z-clipping problems because the head's top triangles wouldn't erase).  It's much like platemail -- it is a creature representation like a shirt, but it also has a shape outside of the creature.  Also much like frill models for hair...  I will might end up coding it like that, although that would mean drawing new helmets for every head model -- there could be a way to set up glueing vertices so that abstract helmet/hat shapes can be linked into the vertices selected on the head model.  There are some problems with that as well, since the number of verts could be variable, but that isn't a huge deal.  Just another headache.

Bows are a special case -- if you connect component B (eg string) to component A in two places, and the two connection locations are farther apart than the length of component B, then it will bend the model of component A into a circular arc until the trig works out.  You can play with this by making the bowstring shorter -- the bow stave should bend more.  If you make the string too long, it shouldn't bend at all.  Circular arcs are probably not the best model, but the math is easier.  Only bow-like cases of this are implemented (top connection locations that bend the Z direction in the Y plane).  I am never able to finish things properly because I am a bad person.

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Denim Sk8r

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Re: Not Naked Questions/Concerns
« Reply #4 on: August 30, 2004, 09:22:00 pm »

I found an error earlier while fooling around. I created Shorts and Short-sleeved Shirts. I put on some pants, and then shorts.

The Pants were still on top. I took the pants off by dropping them on the ground(only way to remove clothes I've found) then put them back on over the shorts.....Shorts still on top.

It seems that the game remembers the order that clothes were put on, but displays them backwards. First put on is shown on the outside, last put on is the inner most.

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Toady One

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Re: Not Naked Questions/Concerns
« Reply #5 on: August 30, 2004, 10:13:00 pm »

True enough.  It just displays them in the order it finds them in the inventory, which is just wrong -- I need to put in more intelligent code, and I need to hide bits that should be hidden.  Worn items will also shift order on death as it is written now.
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Captain_Action

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Re: Not Naked Questions/Concerns
« Reply #6 on: September 01, 2004, 12:31:00 am »

Maybe for hats and helmets you could cheat a little. I would not mind if you stopped rendering parts of the head. Hell, just replace the head model if a skull encasing helmet is worn. Plate armour could be delt with the same way.

[ September 01, 2004: Message edited by: Captain_Action ]

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Toady One

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Re: Not Naked Questions/Concerns
« Reply #7 on: September 01, 2004, 01:11:00 am »

I guess that's the idea, but it's just a matter of telling the different heads which parts should stop printing for which helmets.  I'm assuming it can be done honestly...  with a bit of pain...
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Handshakes

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Re: Not Naked Questions/Concerns
« Reply #8 on: September 19, 2004, 09:25:00 am »

pain good.

ive got nothing.

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