Custom blackjack, how to..... - by Lady Rowena
Lady Rowena on 19/3/2015 at 17:31
I've got a custom blackjack.(thanks Larry!) This is my problem: if I create it in game in order to have Garrett to pick it, the new blackjack is there and it looks as it should, but once it's in Garrett's hand, I still have the old ugly one.
Have I to modify something in my gamesys or what?
I think that I have all the necessary files:
armbj2.bin, bjhand.gif in the mesh folder
BLACJAC4.GIF in mesh\txt16
BLACJACK.bin in the obj folder
BLACJAC4.GIF in obj\txt16
I know that it must be something silly.....:o
R Soul on 19/3/2015 at 17:38
Blackjack properties: Inventory > Limb Model: armbj2
Lady Rowena on 19/3/2015 at 17:56
I did it. First I tried to add that to the concrete object, then I added it to the archetype. In both cases the blackjack disappears
edit
I renamed armbj2 ->bjachand and now it works! Thanks! :thumb:
I still don't understand what was wrong before....
PinkDot on 19/3/2015 at 21:44
I think you were missing .CAL file for your new blackjack arm. Since you renamed it to the original name, the game uses the old CAL file, which should work, if the size of the new one is the same.
Lady Rowena on 19/3/2015 at 21:58
So, all I had to do was to create a copy of the original .cal and rename it armbj2.cal, right?
PinkDot on 20/3/2015 at 11:18
I think so. This is assuming the joints are placed in exactly same places.
Normally however CAL files are generated by meshbld.exe, along with the BIN files, as one might want to reposition joints to match the mesh better.
Every deformable mesh in dark engine consists of a pair of BIN and CAL files.