• Welcome to Freedom Reborn Archive.
 

Batmobile by Syn, Thor Reborn and TAP43

Started by TAP43, March 01, 2008, 08:11:46 AM

Previous topic - Next topic

TAP43

Sorry it took so long for the release of this, I thought Thor Reborn had already release it. But anyway it's at my Yahoo group and I fixed the link in my signature, sorry I did not know it was not working.

TAP43

Trelau

hi there
this is actually my first post on this forum, but i've been watching it and downloading almost all the release for about two month. so before anything else: thanks to all the creator here, you're all doing a great job.
Now...
I suscribed to your yahoo group TAP43, but unfortunately your skins for the batmobile don't  seems to work for me. So i tried to send you an e-mail...that you didn't receive because the mail on your yahoo group is an old one that doasn't work anymore  :rolleyes:

In short: i have  :ffvstr: with FFX 3.2 installed; when i create a character with the batmobile_syn mesh, the skins look just nice (all three of them) in the edit character mod, even when i select them in the rumble room... BUT as soon as it get "in play" on any map, the mesh is purple like when a texture is missing.
i re-dowloaded it three times to be sure and it wasn't a "corrupt file" error or anything like it, no glow or refl map seems to be missing...

i'm kind of lost. what am i doing wrong? is it for  :ff: and not compatible?


PS: sorry if my english is a little rusty

tk

I have the same problem.  The batmobile looks great in the menu, but in game it just turns light purple.  How do you fix this?

GogglesPizanno

I just tried it and had the same problem....
The issue is that the nif file has some hard coded full texture paths that are invalid unless you have the same directory and folder setup.

I did a quick skope fix that removed the paths and it appears to work now.

You can download the fixed nif here:
http://gpwarehouse.freedomforceforever.com/batmobile_skopefix.rar

Just extract it into your batmobile character folder and overwrite the existing nif file.

tk

Thanks the car looks much better. The gun that comes out during an attack is still miscolored though.

Trelau

thanks a lot GogglesPizanno, it works just fine now (except for the gun...)

may i ask how did you fixed the problem? you just opened the nif file whith whatever program you use and removed the texture path?

i also noticed something that bothers me now that the rest is working: when the car moves you hear...footsteps. do i have to edit the nif file to assign a custom sound or does a voicepack cover this kind of effects?

GogglesPizanno

Quotemay i ask how did you fixed the problem? you just opened the nif file with whatever program you use and removed the texture path?

If you open up the nif file in nifskope, you will see the big list of all the nodes in the model. For the texture nodes, the textures should not have a directory path, it shoud just be a filename like "body.tga." The game knows where to look for paths.

In the original nif file there were several objects that for the texture path instead of the texture filename, it included the full path. i.e. "C:\Program files\...\textures\body.tga" -- I just removed the path info and stripped it back down to just the texture filename.

NomadX

You can hide the gun in Nifskope. Just search for the mesh piece called gallant and on editable mesh, click flags, then check hidden. As for the footstep sounds they all come from the voice selections. Characters without a voice selection use the default sounds. I had a similar issue with Professor X but couldn't find a sound that would fit so I just made him have no sound. If you want help with this, it might be better to ask in the Sound forum.