ShaDoOoW wrote...
Pstemarie wrote...
See you added c_goblinX. Did you also add c_goblincheifA (note the spelling)? This model is listed in the main .bif for the game - its a goblin chief with a shield on its back.
Didn't because I didn't noticed this one and now I guess its too late. But I added a Belker.
Anyway both will appear in toolset only if you use hak version/files from hak in your custom hak and you merge appearance.2da with yours appearance.2da (if there is a custom one).
Heh - its easy to miss hidden goodies. Only reason I found it was because I wanted to see what the c_goblinx model looked like. I use the Q goblins anyway, so its no big deal. I didn't mention the belker cause I've had it added in for quite some time.
Yeah I do have a custom appearance.2da cause I use a lot of custom stuff for my module. Basically any creature model I use has to be upto Project Q standards or it doesn't make it in. Quite often this just means increasing the poly count of the model and revamping the texture. Other times it means making a completely new model. Seems the more I work with Project Q, the more fussy I become.
Fortunately, I'm in the early stages of scripting for my module, so it will be a small matter to convert it over for use with the 1.70 CP. On behalf of my LAN group, thanks again for compiling all this stuff - we look forward to putting it through its paces...