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Post by Dwayne Phoenix on Apr 21, 2012 15:33:22 GMT -5
Does anyone know if it's possible to place a clothing item as an object? I'd like to turn the dispenser for Freako's Megaman Helmet into the helmet itself, placing it on the desk in the security room.
I've tried pointing the AssetFilename of the dispenser to "data/models/npcs/headwear_megaman", but nothing appears.
I copied the helmet's .tex and .big files into the "interactables" folder and pointed the AssetFilename to "data/models/interactables/headwear_megaman", but the game freezes after I take a few steps.
I've also tried creating a new cCinematicsItem that point to the helmet in these locations too, but no luck.
Does anyone know if this is even possible? Or am I wasting my time?
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Deleted
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Post by Deleted on Apr 21, 2012 18:28:31 GMT -5
Try setting the line "IsDispenser" to false in the cClothingItem listing.
Look at the "All clothes in safe house" mod; more specifically safe house.txt in the download
It should have item listings containing the prop that is spawned on the floor beneath the clothing.
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Post by Dwayne Phoenix on Apr 21, 2012 22:32:24 GMT -5
I appreciate the response, but that's kinda not what I was asking. Like how here I've made the UtilityItem "merc_duffle_bag" a dispenser, I'd like to make the BodyItem "headwear_megaman" a dispenser, too. I just don't know how to place the physical BodyItem "headwear_megaman" itself onto the map, as a dispenser or otherwise. Attachments:
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Deleted
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Post by Deleted on Apr 21, 2012 23:15:35 GMT -5
Take it and place it in streamedassets.big and the dynamic props folder.
Make a cUtilityItem listing of it.
Bam!
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tommah
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Where's My Wiskey
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Post by tommah on Apr 22, 2012 11:09:32 GMT -5
Take it and place it in streamedassets.big and the dynamic props folder. Make a cUtilityItem listing of it. Bam! No that's not how it works. Unfortunately clothing and items are completely different in that all clothing is based off the player's skeleton and all items have their own locators and collisions. Right now there is no way to turn a piece of clothing into an item.
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Post by Dwayne Phoenix on Apr 22, 2012 22:21:00 GMT -5
Actually, it did work. I just packed - bigfile.xml
- headwear_megaman.big
- headwear_megaman.tex
- w_hardhat.bct
into a .big called "megamanhelmetitem" and placed it in data/dynamicprops. Then I added an entry for it in Items.txt (I just copied the cUtilityItem MercDuffleBag entry for ease's sake), and pointed its AssetFilename to "data/dynamicprops/megamanhelmetitem". Then I just added a location for it in Safehouse.txt and voila. The dispenser itself is just the regular clothes box placed inside the helmet, with the PropState set to "3" to make it invisible. Also, I experimented with spawning it as a weapon with w_hardhat's properties. It did work, but the model actually has in invisible body underneath, meaning Frank picks it up by the invisible feet and the helmet floats way above his head. Attachments:
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tommah
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Where's My Wiskey
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Post by tommah on Apr 22, 2012 22:54:49 GMT -5
Wow, my apologies madda
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Deleted
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Post by Deleted on Apr 23, 2012 7:09:14 GMT -5
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etrius0023
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You might just die...
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Post by etrius0023 on Apr 23, 2012 10:38:38 GMT -5
That was alot of harm...YOU WILL ROT IN HELL ;D !!! Anyways very nice madda didn't even know that was possible Edit: Also todays my birthday
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etrius0023
Veteran
You might just die...
Posts: 419
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Post by etrius0023 on Apr 23, 2012 11:51:01 GMT -5
That was alot of harm...YOU WILL ROT IN HELL ;D !!! Anyways very nice madda didn't even know that was possible Edit: Also todays my birthday Happy Birthday!,ALSO Have a Good Time! Thanks
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Post by Dwayne Phoenix on Apr 23, 2012 15:34:23 GMT -5
Yeah, it's a slightly updated version of this face with slightly modified hair. It's not perfect though, eyelids aren't rigged correctly and the sideburns aren't properly attached. I just use it for shits and giggles mainly, it looks awful in cutscenes and with a lot of outfits. The outfit is just Freako's converted Journalist Suit with this texture.
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