PPQ_Purple
Purple Cube (retired)
- Joined
- Oct 11, 2008
- Messages
- 5,764
I would like to report a bug with the modular loading of .nif models.
I have made a simple test.
I took one of my models and put it in the fallowing path:
Rise from Erebus\Assets\Art\PPQ_TEST
and I used the fallowing XML:
So a non modular loading test of the model.
To see how it worked out take a look at nonModular.JPG
Now, I took the exact same model with the exact same XML (save for the edited location) and put it in my module.
Rise from Erebus\Assets\Modules\NormalModules\PPQ\Art\Units\Civs\PPQ\PPQ_6\A
and I used the fallowing XML:
Indentical XML, just changed location.
To see how that worked out see Modular.JPG
This is clearly a bug with the whole modular loading thing.
It only seems to occur when I use models that are made using the SceneViewer.
Other than that, it seems to be erratic. Some of my units are bugging but others that I created the same way work fine.
An interesting note, all the units that have this bug are merged with the straw hat visible in the image.
I have made a simple test.
I took one of my models and put it in the fallowing path:
Rise from Erebus\Assets\Art\PPQ_TEST
and I used the fallowing XML:
Code:
<UnitArtInfo>
<Type>ART_DEF_UNIT_PPQ7_A</Type>
<Button>Art\Interface\Buttons\Units\Scout.dds</Button>
<fScale>0.42</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art\Units\A\PPQ_slinger.nif</NIF>
<KFM>Art\Units\Peltast\Peltast.kfm</KFM>
<SHADERNIF>Art\Units\A\PPQ_slinger_fx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art\Units\01_UnitShadows\UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
To see how it worked out take a look at nonModular.JPG
Now, I took the exact same model with the exact same XML (save for the edited location) and put it in my module.
Rise from Erebus\Assets\Modules\NormalModules\PPQ\Art\Units\Civs\PPQ\PPQ_6\A
and I used the fallowing XML:
Code:
<UnitArtInfo>
<Type>ART_DEF_UNIT_PPQ7_A</Type>
<Button>Art\Interface\Buttons\Units\Scout.dds</Button>
<fScale>0.42</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Modules/NormalModules/PPQ/Art/Units/Civs/PPQ/PPQ_6/A/PPQ_slinger.nif</NIF>
<KFM>Art\Units\Peltast\Peltast.kfm</KFM>
<SHADERNIF>Modules/NormalModules/PPQ/Art/Units/Civs/PPQ/PPQ_6/A/PPQ_slinger_fx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art\Units\01_UnitShadows\UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
Indentical XML, just changed location.
To see how that worked out see Modular.JPG
This is clearly a bug with the whole modular loading thing.
It only seems to occur when I use models that are made using the SceneViewer.
Other than that, it seems to be erratic. Some of my units are bugging but others that I created the same way work fine.
An interesting note, all the units that have this bug are merged with the straw hat visible in the image.