Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

Since it's a shoulderpiece I would recommend not skinning it at all. That's by far the easiest. In that case, all you want to do is create it, then export it and tweak it until it looks positioned similarly to an existing shoulderpiece in the Havok Preview Tool.

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Yes, but why would you want to? If the player isn't running the unitstat background lib all the changes will be completely hidden.

43 Replies 31,730 Views

Found the siege problem. It's because gnomes (and frost giants) were using a special environment. I'll change them back to the boring kingdom/empire next version.

1,118 Replies 2,456,201 Views

To do that you must link the umberdroth mount to that faction trait using XML like this AbilityBonusOption Archers Player &nbsp

8 Replies 6,078 Views

[quote who="beastregards" reply="712" id="3283624"] I believe Mimbly's Skath was added by Reliquary mod, but I am not sure of that. Sorry for double post or not related. I have only Reliquary mod (along with those required for it, from 1.5k version) and DsRaider's Traits mod. I am sorry for double post if not related http://steamcommunity.com/sharedfiles/filedetails/?id=109925915 [/quote] Replied in the other thread.<

1,118 Replies 2,456,201 Views

One of the confusing bits in FE is how items gain their graphics. I will try to explain it a bit here so it makes sense, also so modders can avoid some common mistakes with it. Below is the Club XML quoted from CoreWeapons.xml: [quote] Club A gnarled root of pine, rip

1 Replies 7,282 Views

By the way, if you imported anything to the game yet you probably already noticed that the texture is flipped 180 degrees vertically. If so, you've probably used for the textures in the game's XML. The kumquat engine has like 15 materials with different properties though (I mentioned those above). They all have special characteristics such as where they inherit the background colour, or eyes opening and closing. The DLL is only for maya but I can show you how to in

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It would be nice indeed. Unfortunately they didn't release those. I also have no method to extract those from the game. But I have my own skinned meshes in maya and while they may not be perfect they are very near. The art kit actually has the instructions to replicate the male/female meshes fairly well with binds. Usually all I need to do is fix the ribcages to the spines instead of the arms, and the upper body area to the neck instead of the (rotating) shoulder joints. You don&#

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Stormworld uses custom unittypes for summons, in order to add the "Summoned" trait. If you have it installed to go A_LIB_UnitStat_BG_vZC\CoreReplacementFiles\CoreMonsterUnitTypes.xml and copy these unittypes over to your mod: FireElemental_BG_Summon AirElemental_BG_Summon EarthElemental_BG_Summon IceElemental_BG_Summon (also change the spells to link to those instead)

43 Replies 31,730 Views

[quote] Attachment: Items seem to either have an which is always set to "skinned" or an tag with an Attachment point. How do these work? Is there either an XOR or can they both be in an Model? and are they each unique? looking at all the art defs in ArtGameItem.xml and CoreClothes.xml this seems to be the case, but i would like some confirmation before I Hard code that;[/q

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If the software didn't explicitly support windows 8, then what are you complaining about? This topic makes no sense.

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I'm guessing the reason Werewindlefr's head almost exploded is because they didn't want it to be a special ability. There's a huge difference, after all, between just rightclicking someone or having to fiddle around with a special skill. It might sound like a small thing but if you have 5-10 units that you have to repeat the process for in every battle it gets tiresome. Not to mention the unknowable - how the AI would handle it.

96 Replies 315,489 Views

1.5k Stormworld now uses the mod manager. Thanks a lot for making this installation stuff easier for the less technically inclined.

232 Replies 642,126 Views

Okay here's an exported skeleton. https://dl.dropbox.com/u/32649007/skeletontomax.max I didn't bother cleaning it up, but there should be 74 joints, not 95. If you keep the havok export settings in the file (set to the correct 74 joints) you'll be fine (well, obviously you have to make sure to skin to those 74 joints, not the 95). If done correctly this file should export a clone of the skeleton foun

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DsRaider, skinning is also a "technical" term when working with 3d models. Each 3d model ("mesh") needs to be bound/skinned to a skeleton in order to be animated. Omnimmotus I'm working on exporting a working skeleton to 3ds max at the moment.

19 Replies 13,696 Views