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Author Topic: tissues, organic metaloids, ractions, and body parts.  (Read 6933 times)

Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #30 on: March 29, 2014, 01:46:30 pm »

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Yeah... I dont have the slightest clue why this is happening. I am just about out of options. I dont have any idea whatsoever.
(in order: creature, BDP's, BP's, materials, and tissues.)
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #31 on: March 29, 2014, 01:48:21 pm »



Oh, Hells teeth I will just post my whole mod. Up next, colors, entities, and inorganics.

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Oh, and now... Um, weapons, armor, hands, feet, pants, head, and eye colors.
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oh, and um... There was a shield too.
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So, yeah. Thats literally the entire mod. Oh, i forgot the iris colors. let me get those.

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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #32 on: March 29, 2014, 01:49:32 pm »


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And theres the entity files. I know its kinda mismatched but thats cause I had to divide it into multiple posts.
So yeah. My entire mod. Every single last bit of it. if theres anything wrong... Its somewhere in here.
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BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #33 on: March 29, 2014, 04:01:09 pm »

Alright, two things that I had noticed.

One: The creature had no head when I tried to spawn it in the arena. It's likely because you defined the head before the body, and since the body wasn't there, the head couldn't be connected. Put the head after the body in the creature's body token, and make sure that the body 'anchors' are defined before any body parts that connect to them. I.e: chest before head, lower body before tail, etc. If you define a part before the 'anchor' it relies on, then the part will not be added.

Two: The materials that the tissues use are defined incorrectly. They should be [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLODHSTRAND] and not [TISSUE_MATERIAL:MATERIAL_TEMPLATE:BLODHSTRAND_TEMPLATE]. You cannot use raw material templates for creature, they have to come from another creature or a plant. LOCAL_CREATURE_MAT makes the material source the creature that the tissues belong to, but you can specify specific creatures as the source of the template's materials if you want to.
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Urist Da Vinci

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #34 on: March 29, 2014, 04:05:24 pm »

...
*** Error(s) finalizing the template BLODHSTRAND
BLODHSTRAND:Unrecognized Material Token: MATERIAL_TEMPLATE
...

Yeah. I dont have the slightest clue why this is happening.
...

[TISSUE_TEMPLATE:BLODHSTRAND]
   [TISSUE_NAME:Blodhstrand:NP]
   [TISSUE_MATERIAL:MATERIAL_TEMPLATE:BLODHSTRAND_TEMPLATE]
   [HEALING_RATE:15]
   [THICKENS_ON_STRENGTH]
   [SCARS]
   [RELATIVE_THICKNESS:2]
   [NERVOUS]
   [PAIN_RECEPTORS:7]
   [CONNECTS]
   [INSULATION:80]
   [TISSUE_SHAPE:STRANDS]
...

If you look at the default tissue templates, you see things like [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN].
It is also valid to use materials like [TISSUE_MATERIAL:INORGANIC:BRONZE].

So if I put [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:DERP] into a tissue template, I would have to add [USE_MATERIAL_TEMPLATE:DERP:SOAP_TEMPLATE] to the creature's raws.

Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #35 on: March 29, 2014, 04:25:06 pm »

but isnt that what the BDP's are for? To add the blodhstrand material into the creature?

ok I will try to directly modify the creatures raws and see if that helps.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #36 on: March 29, 2014, 04:30:59 pm »

ok in that case how do I add the chandrek (I didnt quite understand how to do inorganics sorry) and is this right?
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BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #37 on: March 29, 2014, 06:04:24 pm »

You don't add inorganics to creature raws. They are added to the tissue definition itself with  [TISSUE_MATERIAL:INORGANIC: inorganic here ], which you have already done.

The BDP should already add the materials, and the tissues should look for the materials within the creature. No need to define materials in the creature if they are already added with a detail plan.

[TISSUE_MATERIAL:MATERIAL_TEMPLATE:BLODHSTRAND_TEMPLATE] should be changed to [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLODHSTRAND], like this:

Code: [Select]
[TISSUE_TEMPLATE:BLODHSTRAND]
   [TISSUE_NAME:Blodhstrand:NP]
   [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLODHSTRAND_TEMPLATE]
   [HEALING_RATE:15]
   [THICKENS_ON_STRENGTH]
   [SCARS]
   [RELATIVE_THICKNESS:2]
   [NERVOUS]
   [PAIN_RECEPTORS:7]
   [CONNECTS]
   [INSULATION:80]
   [TISSUE_SHAPE:STRANDS]

You also didn't quite do the detail plan correctly. You put in some incorrect tokens. For example,
Code: [Select]
[BP_LAYERS:BY_CATEGORY:CHEST:NEURON_COLUMN:1:NERVOUS_FLUID:2:INNER_CHANDREK:2:CIDAELA:2:CIDAELAN_GLANDS:2:BLODHSTRAND:5:CHANDREK:1:CHANDREK_SCALES:2]
 is incorrect, as you do not have any body parts with [CATEGORY:CHEST]. Your chest has [CATEGORY:UPPERBODY], so it should be
Code: [Select]
[BP_LAYERS:BY_CATEGORY:UPPERBODY:NEURON_COLUMN:1:NERVOUS_FLUID:2:INNER_CHANDREK:2:CIDAELA:2:CIDAELAN_GLANDS:2:BLODHSTRAND:5:CHANDREK:1:CHANDREK_SCALES:2]
Or it can be
Code: [Select]
[BP_LAYERS:BY_TOKEN:CHEST:NEURON_COLUMN:1:NERVOUS_FLUID:2:INNER_CHANDREK:2:CIDAELA:2:CIDAELAN_GLANDS:2:BLODHSTRAND:5:CHANDREK:1:CHANDREK_SCALES:2]
You are telling it to look for certain categories, but instead of putting in the categories that the body parts have, you had put in their token ID, which meant the game could not find them to add in thickness.

BY_CATEGORY tells the plan to look for body parts with a category that you defined, BY_TOKEN tells it to look for body parts with a certain ID, and BY_TYPE tells it to look for body parts with certain tokens, such as [HEAD] [UPPERBODY] and [LOWERBODY]
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #38 on: March 29, 2014, 08:40:54 pm »

ok I did what I understood and it solved...
MANY of the problems. Like half of them. However, it still doesnt quite work.
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these are the errors that remain. Also I fixed the category/token thing so thats not it.

Anybody know what now?
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BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #39 on: March 29, 2014, 09:04:33 pm »

ok I did what I understood and it solved...
MANY of the problems. Like half of them. However, it still doesnt quite work.

these are the errors that remain. Also I fixed the category/token thing so thats not it.

Anybody know what now?

All right, I'll go through this in order and point out what I can.

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The very first body part in your creature is the head. This is a problem as it is told to connect to the upper body. Since it cannot find the upper body, the head isn't added at all. The upper body functions as an anchor of sorts for the head, and anchors must be defined before body parts that rely on them. Similarly, the tail will not appear as it is defined before the lower body. You will need to change both the body token within the creature file and the body tokens within the body file.

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This one is simple. You put the wrong ID into the creature. The ID within the body file is called SPINED_SKELETAL.

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You probably tried attaching the modifiers/colours to an incorrect or non-existant part. For example, BY_CATEGORY:EYE is used by a few of those modifiers, but your eyes have [CATEGORY:EYES]

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As both Da Vinci and I had mentioned above, change all of the tissue materials in your tissue raws to say LOCAL_CREATURE_MAT instead of MATERIAL_TEMPLATE. This is what is confusing the tissues, as MATERIAL_TEMPLATE is not a usable argument for a tissue's material. Acceptable arguments are INORGANIC, LOCAL_CREATURE_MAT, and CREATURE_MAT/PLANT_MAT. The last two are used to take the material from a specific creature or plant.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #40 on: March 29, 2014, 10:30:46 pm »

ok, I fixed all those things as far as I could but for some reason its still having trouble connecting many of the body parts. The wierd thing is, its not having trouble connecting ALL of them: I can now stand. But I still dont have a head or arms, despite me setting everything in the right order of connection.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #41 on: March 29, 2014, 10:31:24 pm »

so now the only problem is getting the body parts connected.
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BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #42 on: March 29, 2014, 10:34:20 pm »

Did you also change the creature raws from

[BODY:SPINED_HEAD:SPINED_BODY:SPINED_SKELETAL]

to

[BODY:SPINED_BODY:SPINED_HEAD:SPINED_SKELETAL]

?

I can't quite see what is wrong with the arms though.
« Last Edit: March 29, 2014, 10:36:09 pm by BlackFlyme »
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #43 on: March 29, 2014, 11:02:40 pm »

creature raws? um, let me check.

ok, I now have sight again!
um... I cant stand or grasp. However, there are much, MUCH fewer errors.
however some new errors that I thought I fixed appeared.
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um... Remind me again what 'no tissue thickness' does?
also, I need to figure out why I cant grasp or stand. The raws I sent don't show any particular reason I shouldn't be able to, right?
what could cause that?
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BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #44 on: March 29, 2014, 11:12:49 pm »

The inability to stand or grasp may be because it is missing a [THOUGHT] type body part, such as a brain.

No tissue thickness may be because there is still something wrong with the way the tissues are reading their materials, or there may still be something up with the detail plan.
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