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EZScript Comics

Started by BentonGrey, May 06, 2007, 06:28:24 PM

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BentonGrey

No worries about the timer question.  I figured I was shooting for the moon there.  Alright, now NONE of my characters have entries in the Resource tab, do I have to put them in by hand?  I thought all you had to do was drop the default head.nif in their folder.  I'll go ahead and give this a shot by hand for the characters at issue, and make sure that solves the problem.

M25

If you are using built-in characters, then yes, you need animportrait_ entries for the heads or they will crash randomly.  EZ script fakes these entries for .hero files so that the game works, but it can't do the same for built-ins.


BentonGrey

Holy Hannah!  Ha, I had no idea about that.  Well, I'll just have to anim-portrait all of the guys for the three different campaigns.  Thanks M, that answers all my questions about this problem!

BentonGrey

Okey doke...so, I've been adding in tons of animated portrait entries (better than writing my paper, at least) and went to test it just a moment ago.  I didn't get a crash to desktop this time, instead I got the following: "alert: CTalkingHead::init, NIF has no main object, c:\program files\irrational games\freedom force vs the 3rd reich\dcug\art\custom_characters\d6_slig_thvlite\skins\standard\portrait.tga.  Then it CTD'ed.  Now, he has his portrait and his head.nif, both in the right place.  There are no FF1 heads in his file.  His entry under the resources tab is correct...I haven't a clue what happened.

Previsionary

Quote from: BentonGrey on December 13, 2008, 06:29:08 PM
"alert: CTalkingHead::init, NIF has no main object, c:\program files\irrational games\freedom force vs the 3rd reich\dcug\art\custom_characters\d6_slig_thvlite\skins\standard\portrait.tga. 

It seems like you have the entry pointing to a TGA and not the actual HEAD.NIF which is why it crashed. Also, I'm gonna tell you now, the way you have the entries set up based on the entry above won't work with everyone. Might want to tackle it early and reduce that absolute to a relative:

Quotecustom_characters\d6_slig_thvlite\head.nif

Yours would be similar to that, I reckon. Can't say without testing it meself.

GogglesPizanno

I'll second that.
Using relative paths (for all assets in FFEdit) will solve many a possible problems when you release it...

BentonGrey

Rrrrr...more work.  I do need to redo all of my templates, I suppose.  Alright, M said to point the thing to a portrait, but I should point it to the head.nif?

Previsionary

yessir. I'm shocked! You didn't check the already established entries before doing all that work? Oh, Benton, this is probably my fault for cursing you a few weeks back. :P

GogglesPizanno

Quote from: Previsionary on December 13, 2008, 10:34:14 PM
...this is probably my fault for cursing you a few weeks back. :P

Ha HA!
He finally admits it...
My work here is done.

Yeah the anim_portrait has to point to a Head nif, because the head is the actual 3d animated mesh that gets displayed during talking scenes. What I think M25 was referring to, was that EZScript uses Renegades head.nif file (even though it appears 2d and portrait like, it actually is a 3d mesh) for hero files that don't have a specific head.nif file themselves in their mesh directory.

BentonGrey

*Kills Prev* See!  It is all his fault!  You know, I should make you do all this work.  Finish my mod for me!

Yeah, thanks Goggles, at least I know now.  I should have realized that, but oh well, I've only done a few dozen of those things, so it won't take too long to fix.

Previsionary

How heroic of you, Benton. Just like that Aquaman you love.

I skirt the line between good and evil, what's your excuse? *curses you...again*

This is my fault also. BTW, Shirley, your concert sucks out loud hardcore!

*disappears in a...*yawn*...flurry of aquaman pictures with "pathetic" written diagonally across them*

good luck, sir Benton.

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