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Author Topic: tissues, organic metaloids, ractions, and body parts.  (Read 6936 times)

Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #15 on: March 28, 2014, 09:29:48 am »

uh, how do I fix this?
Spoiler (click to show/hide)

This happened when I tried to add tissues.

also...

Spoiler (click to show/hide)

I havent even editted the nose.

you might have to post those first two materials, and did you remove something from the BDP? post your [BODY_DETAIL_PLAN:] lines

EDIT: Don't forget I double posted
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #16 on: March 28, 2014, 10:00:39 am »

ok, yeah, that explains ALOT of questions. But I still have a few.
the first of the few remaining things I need to say, is... Where do you add organic materials? I only know how to add inorganic ones.
the other thing I need to know, I didnt even EDIT the bazlin'kizaurs BDP yet. It worked until now, until without even editting the creature (I did edit tissues but they dont even USE those tissues yet) they started getting errors for it. Any idea what could be causing this?
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #17 on: March 28, 2014, 10:29:20 am »

like adding the inorganic materials tissue wise? the one I posted before
[TISSUE:METAL_SCALE]
[TISSUE_MATERIAL:INORGANIC:STEEL]

that is not exactly adding the material to the creature, just adding a tissue that reaches out and grabs a predefined one. If you want to add an organic material try [USE_MATERIAL_TEMPLATE:NEW_SKIN:SKIN_TEMPLATE] and add any changes you like (can see examples of what you can do by looking at "material_template_default.txt") then the tissue would have
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:NEW_SKIN] or you can even use another creatures material
[TISSUE_MATERIAL:CREATURE_MAT:DOG:SKIN]

now yes those errors seem a bit strange that they'd show up now. Creatures by far have become the most complicated thing to mod since the introduction of materials/tissues
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #18 on: March 28, 2014, 10:49:56 am »

no, I mean im having errors where it doesnt recognize my organic tissues because they dont exist.

I need to know how to add organic materials, not inorganic ones. Where, for instance, is the material for bone, or scale?
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #19 on: March 28, 2014, 10:58:46 am »

Bone and Scale: "DF Directory/raw/objects/material_template_default.txt" there is a BONE_TEMPLATE and a SCALE_TEMPLATE inside the creature you would use [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE] to add a SCALE organic material in the creature, in which a tissue can use with [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SCALE]

Quote from: myself
...If you want to add an organic material try
[USE_MATERIAL_TEMPLATE:NEW_SKIN:SKIN_TEMPLATE]
and add any changes you like (can see examples of what you can do by looking at "material_template_default.txt") then the tissue would have
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:NEW_SKIN] or you can even use another creatures material
[TISSUE_MATERIAL:CREATURE_MAT:DOG:SKIN]

if you're still having trouble look at the cave croc in "creature_subterrean.txt" as it shows how to remove a tissue and material and add in a material and tissue (SCALE)
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #20 on: March 28, 2014, 11:00:29 am »

ok yeah thats what I needed to know. I would continue asking questions, but I dont have access to DF at the moment.
Thanks again. Once I figure this out, everything else should be easy by comparison, right? then I can make a full-fledged mod! minus the graphic pack as I doubt I will ever be able to do that.
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #21 on: March 28, 2014, 11:07:06 am »

After that comes entites, reactions, and buildings for hardness
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #22 on: March 28, 2014, 11:11:58 am »

yeah, I have been working on the entity. I had to restart because I couldnt find the problem with teh original...
btw, I could use a walkthrough on religion, styles (like dwarven hair and cut gems and stuff). Anything subtle I would like to know...
Anyways, in the meantime, I have their ethics right, they wear the right stuff, I removed most religion spheres, and they have the right nobility positions.
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #23 on: March 28, 2014, 11:28:06 am »

Cut gems you can find the options and make some at the bottom of "descriptor_shape_standard.txt"
Tissue Styles (yes it's a tissue) you will have to look at Dwarves and their entity (at the bottom) I don't know too much or how they work. but they do.
Religion is easy just give them some SPHEREs to worship and they make it up as they go along.
START_BIOME needs at least one SUPPORT_BIOME else they never get placed
Civs that live in caves have a hard time of getting over 120 units in each cave location (from my tests)
Sometimes a civ will ignore [SHIELD] options and use whatever they can trade for (if they have one SHIELD item that is) Had a civ that was supposed to only use a custom shield, but they came with human Tower Shields instead, not their shields >.>
ETHIC of KILL_ANIMAL appalled or any dislike ethic they will not like to trade for animal products
KILL_PLANT same but for plant products, wood.
playing around with USE of GOOD EVIL CAVE animals can get away with letting them use custom war beasts and such.
Also a BROKER noble should only do TRADING responsibilty only, if he does anymore you can end up with "TRADER" mirgrants that you cannot control and sit on the edge of the map, and think leave if a caravan of your race leaves.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #24 on: March 28, 2014, 02:21:01 pm »

well looks like im just about set then. I will just use the wiki to get the tokens I need, and I already made several armors and weapons so I know I can do that. only thing I dont know, is how to make graphic packs. Oh, and reactions. I dont know how to make factories that spawn elemental death.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #25 on: March 28, 2014, 06:49:29 pm »

ok, um...
first off, I thought I understood the body plan templates but I dont. At all.
first off, how do you even add an organ in? second off, how do you know what 'arg' your material is? I made new tissues, I dont know how to put them in. Also when I look at the standard templates, I dont see anything in the same format as what you put.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #26 on: March 29, 2014, 12:31:16 am »

Big problem.
On one hand, my creatures have been made and work FLAWLESSLY other than one very major detail.
you see, they cannot stand. or grasp. Other then that they are perfectly good. But they cannot stand, grasp, wrestle, or do anything except crawl around and push stuff.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #27 on: March 29, 2014, 12:35:47 am »

and I just got all my errors which I dont really understand what they mean.
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #28 on: March 29, 2014, 11:40:52 am »

Did you define the upperbody first? a [UPPERBODY] is the cornerstone of a bodyplan, without it nothing can connect. So you get the parts attached to it, but they are just sitting there. Just imagin your creature right now is a crawling pile of parts "pushing" everything, and this is what your creature looks like
right now im away for the weekend so won't be able to help much.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #29 on: March 29, 2014, 12:19:42 pm »

thats fine.
Yes, I defined the upperbody. Everything 'appears' to be connecting properly. Also, I have a head, lower-body, two stances, and two grasps.
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