Author Topic: Project Q Model flying  (Read 475 times)

Legacy_DM_Vecna

  • Hero Member
  • *****
  • Posts: 501
  • Karma: +0/-0
Project Q Model flying
« on: August 28, 2011, 10:44:37 pm »


                For some reason my project Q model Bandit 2 has a flying phenotype look to it. I have replaced the 2da line and overwritten the model files with others that do not have this issue but no luck.

Does anyone have thoughts as to how to fi this? 

It would be kinda cool if I wanted it this way '<img'>
               
               

               
            

Legacy_Frith5

  • Hero Member
  • *****
  • Posts: 595
  • Karma: +0/-0
Project Q Model flying
« Reply #1 on: August 29, 2011, 12:20:42 am »


               Something in your override, or other conflicting .haks in use?
               
               

               
            

Legacy_DM_Vecna

  • Hero Member
  • *****
  • Posts: 501
  • Karma: +0/-0
Project Q Model flying
« Reply #2 on: August 29, 2011, 03:37:37 am »


               That is possible but I was hoping someone could point me in the right direction of what I should be looking for. I am not sure what could make a model appear to be flying.
               
               

               
            

Legacy_Fester Pot

  • Hero Member
  • *****
  • Posts: 1698
  • Karma: +0/-0
Project Q Model flying
« Reply #3 on: August 29, 2011, 04:06:39 am »


               What you're looking for is another .2da file with the same name as the one you've replaced and modified. This could be in your override directory or in another hak you happen to have loaded and attached to the module this is happening in.

FP!
               
               

               
            

Legacy_Borden Haelven

  • Hero Member
  • *****
  • Posts: 681
  • Karma: +0/-0
Project Q Model flying
« Reply #4 on: August 29, 2011, 04:07:04 am »


               If you're using CEP as well it'll likely be a clash somewhere. I do wish they'd ':kissing:' and make up... ':whistle:'
               
               

               
            

Legacy_DM_Vecna

  • Hero Member
  • *****
  • Posts: 501
  • Karma: +0/-0
Project Q Model flying
« Reply #5 on: August 29, 2011, 05:17:47 am »


               Thanks FP. I keep the correct 2da file in a top hak. Is it possible if there are other 2das below it they could cause problems?
               
               

               
            

Legacy_Fester Pot

  • Hero Member
  • *****
  • Posts: 1698
  • Karma: +0/-0
Project Q Model flying
« Reply #6 on: August 29, 2011, 09:38:06 am »


               From my understanding, the top hak will always use those files above all others, regardless if there are duplicate files in other haks below.

Even so, any .2da files in your top hak should be merged with those .2da files below for consistency.

FP!
               
               

               


                     Modifié par Fester Pot, 29 août 2011 - 08:45 .
                     
                  


            

Legacy__six

  • Hero Member
  • *****
  • Posts: 1436
  • Karma: +0/-0
Project Q Model flying
« Reply #7 on: August 30, 2011, 03:24:48 am »


               The Bandit 2 is unique in that it uses the ACP's 'Asassin' animation set. If you create a regular human NPC with that as its phenotype, do you get the same issue?
               
               

               
            

Legacy_DM_Vecna

  • Hero Member
  • *****
  • Posts: 501
  • Karma: +0/-0
Project Q Model flying
« Reply #8 on: August 30, 2011, 05:21:17 am »


               no, all the animations work as expected on humans. However I used Axe's phenotypes not package not Q. This might be the issue...If so is this something I could change by editing the .mdl file in text editor?