OldTimeRadio wrote...
@Amethyst Dragon - Your fourth paragraph, about shields and backwards-compatible transition from 1-part shields to 3-part shields: That method is confirmed or has at least been tested and appears to work with existing blueprints? If so, that's really slick. What're the plans for the top two pieces? Other shields or modifying "effects" of some sort?
When I added Project Q to my PW module, I decided that the 3-part shields were very cool and decided to make existing shields work with the system. So, what I did was...
1. Copied any CEP/Aenea/other normal shield models and icons that I wanted to keep using. The copies were renamed to fit the 3-part model names format (ex: ashto_051.mdl became ashto_b_051.mdl, and iashto_051.tga became iashto_b_051.tga).
2. After adding the renamed files to my hak, I updated baseitems.2da to change the shields to use 3 parts instead of a simple appearance.
3. When I opened my module in the toolset to manually update all of the existing shield blueprints, I found that the game had defaulted to take the shield model number that had originally been assigned to the blueprint and used the new bottom part model with the same number.
4. I then took a break to sit down and relax (I stand to use the computer) and watched some TV since I suddenly had hours of time free that I'd planned on using to do drudge work to fix what I thought would be broken.
The conflict that might likely come from switching CEP to 3-part shields would be for those builders that have added standard single-part shields to their own haks that aren't already in the BioWare resources or in the CEP. Such shields would need to be duplicated/renamed in order to not show up looking like brown bags on a character's arm.
I'm thinking this conflict might make moving to 3-part shields more of an optional hak for builders to decide individually to use, just like with !q_armoury.hak for Project Q users. Those not using the option would just have fewer shields appearances to use if/when new appearances run out of space as single-part shields.
As far as plans for the "middle" and "top" shield parts, I'd make part1/color0 as a "blank" non-rendering model and empty icon for each, so that new shields created with the haks have a basis to start with. I'd also add a bottom part1/color0 as a blank. The middle and top parts could then be used to add all new shield appearances and "effects" that can be layered onto other shield parts (flaming shield? decorative skull? whatever)...it would open up another 508 potential appearances for each shield type.
Of course, like other 3-part items, if you add a part1/color0, you also need to add color0 for every other part# that gets used for that section...so if you have a shield with appearance 021 (_b_021), it won't show up in the toolset if you don't have one with part2/color0 (_b_020). Also, you'll need to include a part1/colors0,5,6,7,8,9 if you want to use those "color channels" for higher numbered appearances.
When I switched to using 3-part shields, I mixed in the Q appearances and only kept those CEP shield appearances that I personally felt like using. We wouldn't be able to eliminate appearances that builders might have used or want to use for a CEP version, but a "guide" image I made for my own use should help illustrate the concepts with part numbers being needed.
Aenea Guide: Large Shield, Bottom PartsSo, yeah. 3-part shields are possible and easy to use from a builder standpoint, just a bit more work for builders that use non-BioWare/CEP shields, so they'd have to be an optional hak.
Modifié par The Amethyst Dragon, 04 février 2014 - 06:52 .