Problem with animal textures

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Gonzalo
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Re: Problem with animal textures

Post by Gonzalo »

Perhaps renaming the model noide 0 in nifskope?

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Dr.MonaLisa
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Re: Problem with animal textures

Post by Dr.MonaLisa »

You guys go deeper into the problem which doesn't exists. It all depends on .ddf. The same models/textures can be used unlimited amount of times (limited by the total buffer only).

Please post the part of your ddf file inside the [ code ] tag, otherwise we will be unable to help.
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Gonzalo
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Re: Problem with animal textures

Post by Gonzalo »

OK some code here:

Code: Select all

//------------------------------------------------
//	HORSE
//------------------------------------------------
UnitType Horse
{
	parent = LandAnimal
	properties {		
		displayName = tx_utn_Horse_name	
		VerboseTooltip = vtt_unit_Horse
		hitpoints = 80
	}
	sounds {
		sndSelection = ["fx_animal_deer_sel_01"]
	}
	abilities = [
		Move {mustMoveToTurn = 0; speed = 4.07; angSpeed = 720}
		LOS { range = 3 }
	]
}

UnitModel HorseBase
{
	Parent 		= BaseLandAnimal
	DefaultModel 	= Horse.nif
	ChildNames 		= [ UnitShadow ]
	UIRenderingParams {
		xOffset = -0.53
		yOffset = 2.80
		zoffset = 0.01
		scale = 1.28
		angle = 52.11
		rotationSpeed = 0.00
		pitch = 10.01
		lightAngle = 30.00
		lightPitch = 90.00
		lightDiffuse = [50 50 45 255]
		lightSpecular = [0 0 0 255]
		lightAmbient = [40 40 40 255]
	}
}

UnitModel Horse
{
	Parent 		= HorseBase
	States 		= [
		{	StateName = Idle	AnimName = sh_faudeer_idle01.kf
			AnimVariants = [ sh_faudeer_idle02.kf sh_faudeer_idle03.kf ] AnimVariantsWeights = [ 0.3 0.1 ]
		}
		{ 	StateName = Walk	AnimName = sh_faudeer_walk01.kf }
		{ 	StateName = Run 	AnimName = sh_faudeer_run01.kf }
		{ 	StateName = Death	AnimName = sh_faudeer_death01.kf 
				TextKeys = [{ Name = PLAY_SOUND Data = fx_animal_deer_die_01 KeyTime = 0.0 }]}
			]
}

UnitType DeadAnimalHorse
{
	parent = DeadAnimal_HighFood
	properties {
		displayName = tx_utn_DeadHorse_name
		VerboseTooltip = vtt_unit_DeadHorse
	}
}

UnitModel DeadAnimalHorse
{
	Parent 		= HorseBase
	DefaultState = Death
	States 		= [
		{ 	StateName = Death	AnimName = sh_faudeer_death01.kf }
			]
	UIRenderingParams {
		xOffset = -1.05
		yOffset = 5.79
		zOffset = 2.63
		scale = 1.53
		angle = 56.84
		rotationSpeed = 0.00
		pitch = 10.01
		lightAngle = 30.00
		lightPitch = 90.00
		lightDiffuse = [50 50 45 255]
		lightSpecular = [0 0 0 255]
		lightAmbient = [40 40 40 255]
	}
}




//------------------------------------------------
//	BROWNHORSE
//------------------------------------------------
UnitType Brownhorse
{
	parent = LandAnimal
	properties {		
		displayName = tx_utn_Brownhorse_name	
		VerboseTooltip = vtt_unit_Brownhorse
		hitpoints = 80
	}
	sounds {
		sndSelection = ["fx_animal_deer_sel_01"]
	}
	abilities = [
		Move {mustMoveToTurn = 0; speed = 4.07; angSpeed = 720}
		LOS { range = 3 }
	]
}

UnitModel BrownhorseBase
{
	Parent 		= BaseLandAnimal
	DefaultModel 	= Brownhorse.nif
	ChildNames 		= [ UnitShadow ]
	UIRenderingParams {
		xOffset = -0.53
		yOffset = 2.80
		zoffset = 0.01
		scale = 1.28
		angle = 52.11
		rotationSpeed = 0.00
		pitch = 10.01
		lightAngle = 30.00
		lightPitch = 90.00
		lightDiffuse = [50 50 45 255]
		lightSpecular = [0 0 0 255]
		lightAmbient = [40 40 40 255]
	}
}

UnitModel Brownhorse
{
	Parent 		= BrownhorseBase
	States 		= [
		{	StateName = Idle	AnimName = sh_faudeer_idle01.kf
			AnimVariants = [ sh_faudeer_idle02.kf sh_faudeer_idle03.kf ] AnimVariantsWeights = [ 0.3 0.1 ]
		}
		{ 	StateName = Walk	AnimName = sh_faudeer_walk01.kf }
		{ 	StateName = Run 	AnimName = sh_faudeer_run01.kf }
		{ 	StateName = Death	AnimName = sh_faudeer_death01.kf 
				TextKeys = [{ Name = PLAY_SOUND Data = fx_animal_deer_die_01 KeyTime = 0.0 }]}
			]
}

UnitType DeadAnimalBrownhorse
{
	parent = DeadAnimal_HighFood
	properties {
		displayName = tx_utn_DeadBrownhorse_name
		VerboseTooltip = vtt_unit_DeadBrownhorse
	}
}

UnitModel DeadAnimalBrownhorse
{
	Parent 		= BrownhorseBase
	DefaultState = Death
	States 		= [
		{ 	StateName = Death	AnimName = sh_faudeer_death01.kf }
			]
	UIRenderingParams {
		xOffset = -1.05
		yOffset = 5.79
		zOffset = 2.63
		scale = 1.53
		angle = 56.84
		rotationSpeed = 0.00
		pitch = 10.01
		lightAngle = 30.00
		lightPitch = 90.00
		lightDiffuse = [50 50 45 255]
		lightSpecular = [0 0 0 255]
		lightAmbient = [40 40 40 255]
	}
}






//------------------------------------------------
//	BLACKHORSE
//------------------------------------------------
UnitType Blackhorse
{
	parent = LandAnimal
	properties {		
		displayName = tx_utn_Blackhorse_name	
		VerboseTooltip = vtt_unit_Blackorse
		hitpoints = 80
	}
	sounds {
		sndSelection = ["fx_animal_deer_sel_01"]
	}
	abilities = [
		Move {mustMoveToTurn = 0; speed = 4.07; angSpeed = 720}
		LOS { range = 3 }
	]
}

UnitModel BlackhorseBase
{
	Parent 		= BaseLandAnimal
	DefaultModel 	= Blackhorse.nif
	ChildNames 		= [ UnitShadow ]
	UIRenderingParams {
		xOffset = -0.53
		yOffset = 2.80
		zoffset = 0.01
		scale = 1.28
		angle = 52.11
		rotationSpeed = 0.00
		pitch = 10.01
		lightAngle = 30.00
		lightPitch = 90.00
		lightDiffuse = [50 50 45 255]
		lightSpecular = [0 0 0 255]
		lightAmbient = [40 40 40 255]
	}
}

UnitModel Blackhorse
{
	Parent 		= BlackhorseBase
	States 		= [
		{	StateName = Idle	AnimName = sh_faudeer_idle01.kf
			AnimVariants = [ sh_faudeer_idle02.kf sh_faudeer_idle03.kf ] AnimVariantsWeights = [ 0.3 0.1 ]
		}
		{ 	StateName = Walk	AnimName = sh_faudeer_walk01.kf }
		{ 	StateName = Run 	AnimName = sh_faudeer_run01.kf }
		{ 	StateName = Death	AnimName = sh_faudeer_death01.kf 
				TextKeys = [{ Name = PLAY_SOUND Data = fx_animal_deer_die_01 KeyTime = 0.0 }]}
			]
}

UnitType DeadAnimalBlackhorse
{
	parent = DeadAnimal_HighFood
	properties {
		displayName = tx_utn_DeadBlackhorse_name
		VerboseTooltip = vtt_unit_DeadBlackhorse
	}
}

UnitModel DeadAnimalBlackhorse
{
	Parent 		= BlackhorseBase
	DefaultState = Death
	States 		= [
		{ 	StateName = Death	AnimName = sh_faudeer_death01.kf }
			]
	UIRenderingParams {
		xOffset = -1.05
		yOffset = 5.79
		zOffset = 2.63
		scale = 1.53
		angle = 56.84
		rotationSpeed = 0.00
		pitch = 10.01
		lightAngle = 30.00
		lightPitch = 90.00
		lightDiffuse = [50 50 45 255]
		lightSpecular = [0 0 0 255]
		lightAmbient = [40 40 40 255]
	}
}



//------------------------------------------------
//	WHITEHORSE
//------------------------------------------------
UnitType Whitehorse
{
	parent = LandAnimal
	properties {		
		displayName = tx_utn_Whitehorse_name	
		VerboseTooltip = vtt_unit_Whitehorse
		hitpoints = 80
	}
	sounds {
		sndSelection = ["fx_animal_deer_sel_01"]
	}
	abilities = [
		Move {mustMoveToTurn = 0; speed = 4.07; angSpeed = 720}
		LOS { range = 3 }
	]
}

UnitModel WhitehorseBase
{
	Parent 		= BaseLandAnimal
	DefaultModel 	= Whitehorse.nif
	ChildNames 		= [ UnitShadow ]
	UIRenderingParams {
		xOffset = -0.53
		yOffset = 2.80
		zoffset = 0.01
		scale = 1.28
		angle = 52.11
		rotationSpeed = 0.00
		pitch = 10.01
		lightAngle = 30.00
		lightPitch = 90.00
		lightDiffuse = [50 50 45 255]
		lightSpecular = [0 0 0 255]
		lightAmbient = [40 40 40 255]
	}
}

UnitModel Whitehorse
{
	Parent 		= WhitehorseBase
	States 		= [
		{	StateName = Idle	AnimName = sh_faudeer_idle01.kf
			AnimVariants = [ sh_faudeer_idle02.kf sh_faudeer_idle03.kf ] AnimVariantsWeights = [ 0.3 0.1 ]
		}
		{ 	StateName = Walk	AnimName = sh_faudeer_walk01.kf }
		{ 	StateName = Run 	AnimName = sh_faudeer_run01.kf }
		{ 	StateName = Death	AnimName = sh_faudeer_death01.kf 
				TextKeys = [{ Name = PLAY_SOUND Data = fx_animal_deer_die_01 KeyTime = 0.0 }]}
			]
}

UnitType DeadAnimalWhitehorse
{
	parent = DeadAnimal_HighFood
	properties {
		displayName = tx_utn_DeadWhitehorse_name
		VerboseTooltip = vtt_unit_DeadWhitehorse
	}
}

UnitModel DeadAnimalWhitehorse
{
	Parent 		= WhitehorseBase
	DefaultState = Death
	States 		= [
		{ 	StateName = Death	AnimName = sh_faudeer_death01.kf }
			]
	UIRenderingParams {
		xOffset = -1.05
		yOffset = 5.79
		zOffset = 2.63
		scale = 1.53
		angle = 56.84
		rotationSpeed = 0.00
		pitch = 10.01
		lightAngle = 30.00
		lightPitch = 90.00
		lightDiffuse = [50 50 45 255]
		lightSpecular = [0 0 0 255]
		lightAmbient = [40 40 40 255]
	}
}



//------------------------------------------------
//	FREISIAN
//------------------------------------------------
UnitType Freisian
{
	parent = LandAnimal
	properties {		
		displayName = tx_utn_Freisian_name	
		VerboseTooltip = vtt_unit_Freisian
		hitpoints = 80
	}
	sounds {
		sndSelection = ["fx_animal_deer_sel_01"]
	}
	abilities = [
		Move {mustMoveToTurn = 0; speed = 2.07; angSpeed = 720}
		LOS { range = 3 }
	]
}

UnitModel FreisianBase
{
	Parent 		= BaseLandAnimal
	DefaultModel 	= Freisian.nif
	ChildNames 		= [ UnitShadow ]
	UIRenderingParams {
		xOffset = -0.53
		yOffset = 2.80
		zoffset = 0.01
		scale = 1.28
		angle = 52.11
		rotationSpeed = 0.00
		pitch = 10.01
		lightAngle = 30.00
		lightPitch = 90.00
		lightDiffuse = [50 50 45 255]
		lightSpecular = [0 0 0 255]
		lightAmbient = [40 40 40 255]
	}
}

UnitModel Freisian
{
	Parent 		= FreisianBase
	States 		= [
		{	StateName = Idle	AnimName = sh_faudeer_idle01.kf
			AnimVariants = [ sh_faudeer_idle02.kf sh_faudeer_idle03.kf ] AnimVariantsWeights = [ 0.3 0.1 ]
		}
		{ 	StateName = Walk	AnimName = sh_faudeer_walk01.kf }
		// { 	StateName = Run 	AnimName = sh_faudeer_run01.kf }
		{ 	StateName = Death	AnimName = sh_faudeer_death01.kf 
				TextKeys = [{ Name = PLAY_SOUND Data = fx_animal_deer_die_01 KeyTime = 0.0 }]}
			]
}

UnitType DeadAnimalFreisian
{
	parent = DeadAnimal_HighFood
	properties {
		displayName = tx_utn_DeadFreisian_name
		VerboseTooltip = vtt_unit_DeadFreisian
	}
}

UnitModel DeadAnimalFreisian
{
	Parent 		= FreisianBase
	DefaultState = Death
	States 		= [
		{ 	StateName = Death	AnimName = sh_faudeer_death01.kf }
			]
	UIRenderingParams {
		xOffset = -1.05
		yOffset = 5.79
		zOffset = 2.63
		scale = 1.53
		angle = 56.84
		rotationSpeed = 0.00
		pitch = 10.01
		lightAngle = 30.00
		lightPitch = 90.00
		lightDiffuse = [50 50 45 255]
		lightSpecular = [0 0 0 255]
		lightAmbient = [40 40 40 255]
	}
}
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Dr.MonaLisa
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Re: Problem with animal textures

Post by Dr.MonaLisa »

And which unit from all these is "black" in game?
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Gonzalo
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Re: Problem with animal textures

Post by Gonzalo »

Any of them, if there are two and/or more of the other horse kinds in the same screen. If I scroll a little left or right, so that only one model is visible, it looks ok
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Re: Problem with animal textures

Post by Dr.MonaLisa »

Can you post screenshots in post attachments?
Use ctrl+o to open the Debug Menu, then select the unit with problem and make a screenshot.
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Gonzalo
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Re: Problem with animal textures

Post by Gonzalo »

Of course. Pñease wait...

Added after 36 minutes 6 seconds:
Here are the two pics with debugger, I hope I have done all rightly---


Image



Image

Added after 14 minutes 37 seconds:
Image
Image
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Loewenherz
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Re: Problem with animal textures

Post by Loewenherz »

Ther are no pictars.
List of tutorials, useful threads and utilities (look here before posting): Here

Add Pics to Map: viewtopic.php?f=54&p=25184#p25184

Loews Work: viewtopic.php?f=54&t=5160
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Dr.MonaLisa
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Re: Problem with animal textures

Post by Dr.MonaLisa »

Use forum attachments...
Click on the "Full Editor & Preview", then "Attachments" (near Options) -> Add files.
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Gonzalo
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Re: Problem with animal textures

Post by Gonzalo »

Pic2.jpg
Pic2.jpg (240.32 KiB) Viewed 1553 times
Pic1.jpg
Pic1.jpg (230.28 KiB) Viewed 1553 times
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