Problem with animal textures
- Dr.MonaLisa
- High Representative
- Posts: 8707
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
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Re: Problem with animal textures
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.
Please post the part of your ddf file inside the [ code ] tag, otherwise we will be unable to help.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Problem with animal textures
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]
}
}
- Dr.MonaLisa
- High Representative
- Posts: 8707
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
- Been thanked: 108 times
Re: Problem with animal textures
And which unit from all these is "black" in game?
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Problem with animal textures
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
- Dr.MonaLisa
- High Representative
- Posts: 8707
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
- Been thanked: 108 times
Re: Problem with animal textures
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.
Use ctrl+o to open the Debug Menu, then select the unit with problem and make a screenshot.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Problem with animal textures
Of course. Pñease wait...
Added after 36 minutes 6 seconds:
Here are the two pics with debugger, I hope I have done all rightly---
Added after 14 minutes 37 seconds:
Added after 36 minutes 6 seconds:
Here are the two pics with debugger, I hope I have done all rightly---
Added after 14 minutes 37 seconds:
- Loewenherz
- Posts: 244
- Joined: 23 Sep 2017, 17:26
- Has thanked: 7 times
- Been thanked: 21 times
Re: Problem with animal textures
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
Add Pics to Map: viewtopic.php?f=54&p=25184#p25184
Loews Work: viewtopic.php?f=54&t=5160
- Dr.MonaLisa
- High Representative
- Posts: 8707
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
- Been thanked: 108 times
Re: Problem with animal textures
Use forum attachments...
Click on the "Full Editor & Preview", then "Attachments" (near Options) -> Add files.
Click on the "Full Editor & Preview", then "Attachments" (near Options) -> Add files.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains