I am trying to make a power armor suit that would both cover head and torso. The problem is that every guy who has it on looks like a pink square. I tried to use working textures from a diffrent armor (that covers torso only) and they still look like pink squares. I checked the spelling may times and i have completle no idea whats wrong. Can someone please help to solve the problem?
Error log (dropbox): https://www.dropbox.com/s/3nvllsbcth33lg6/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202016-11-18%2000.17.58.png?dl=0
Here is a link to the mod itself: https://www.dropbox.com/sh/5o806eu7r5sf3mk/AAAqvoI4g2H_8LVpLHbIkfyDa?dl=0
Corrected. ;D
- I had to add the lacking abstract/base (armormakeable_base):
NEW FILES added : apparel_base.xml - I move some textures (into one folder) and only make changes in path (texPath and WornPath)
Power Armor SuitStill don't work but I suspect it's just because lacking textures files
- Changed path for PowerArmor suit to use corresponding texture
- Had to put the colorgenerator code to make PowerArmorSuit to works
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Thank you very much for your help! Its realy great to see support from experienced modders.
But why do i need to add abstracts like armormakeable_base? These are from vanila, right? So it doesnt do anything if the mod replaces them with completely ideantical abstracts?
And power armor suit (PAS) still doesnt work (like you said). Exoskeletons are mostly copy-pasted from truemods. They are working just fine. I tried to use the textures from the exoskletons in PAS to see if the problem is in the PAS's proper textures or in it's defs. And the textures that work fine with the exoskeletons still look like pink squares if i try to make PAS use them. So the problem is probably not in the textures but i am not 100% sure.
Anyway thanks for helping me :D
About abstracts/bases I can't explain it easily in English, this post explain it : https://ludeon.com/forums/index.php?topic=19499.0
And yes with the explications/processes you just explained, it looks like it only come from the code then. I will have a look at it again when I will be around computers (on my phone right now)
After studying the code i have finaly found the problem! It seems the game can't stand Overhead layer together with torso layers like Shell or Middle. I suppose thats because the game uses textures to define the layer of textures so head will be covering body armor and not the other way around. So have these 2 layes together makes game not understand which texture layer should the armor get.
I tried to only leave Shell and Middle layers and everything works with both textures (exoskeleton and PAS's own textures). The problem is the helmet part of the texture is not seen (probabably cause head is in higher layer then the texture).
Any ideas how to solve this? I suspect it has something to do with <graphicClass>Graphic_Single</graphicClass> stuff cause it must be responsible for something. Are there any guides about graphics classes?
Is it possible to create a new layer? Dropbox link for the most recent version (delete <li>Overhead</li>) to make it work: https://www.dropbox.com/sh/9335g0mduc0q2nd/AADZIiz9MiF9NxNw2YQpdREha?dl=0
Why nobody answers? Do i need to post some extra information? You just dont know how to solve the problem? Please, people, i realy need some advice!
the graphic classes determine what textures the game searches for in terms of name and how they are drawn/used in game. as you already suspected. so if they way the game handels these does not fit you, you would have do define another graphic class per code/assemblies.
since i have never done a mod with appareal my knowledge is a bit limited in this regard, but you can use the xml auto documentation (https://ludeon.com/forums/index.php?topic=21440.0) or/and dingos xml database (https://ludeon.com/forums/index.php?topic=26498.0) to check for possible xml solutions or maybe if you know another mod that does what you want, look how it does what it does.
for the layers the xml auto documentation lists:
Accessory
Middle
OnSkin
Overhead
Shell
so i'm not sure maybe you can try these to get the result you want with the tools already in game? as said haven't done anything with apparel and not sure what you want your endresult to look like.
if the xml thing does not work. you might want to look at the orassans mod (https://ludeon.com/forums/index.php?topic=22336.0). its the only one that i know, which adds a texture that "runs" around with your pawns (adds tails to the race of orassans). the texture there should be added per code, since its compatible with all other mods. so you might be able to use this for your mod by changing it a bit.
hope i could help you somehow ;)
Any combinations with Overhead don't work and without it the pawns head is draw over the helmet's texture (it sucks). Is it hard to create a new layer? You can't do it without C#, right?
Idk at all about creating new layers. But OTOH i'm not sure I understand well what is the exact problem.
I may have all understand wrong but, to me, it's logical something that is "overhead" (I read this as covering the head) is not compatible with helmets and such.
Quote from: Kapun on November 22, 2016, 02:12:28 PM
...without it the pawns head is draw abvoe the helmet (it sucks).
Again I'm nearly useless when it's about graphical stuff but i'm pretty sure I saw apparel/armor with a "full black square" as helmets textures, at the time I thought it was for them to not being displayed (with the "layer"/"alpha" thinggy I don't understand much ...) but I can't recall in which mod it was :-[ - (I kept shelving/storing mods and graphic files since I started modding and it became quite a big messy folder)
I am looking into C# code but its taking a while. It would realy help to get a link to a working mod that adds apparel for both head and torso though
Is it possible that it is not working because i need diffrent texture size? Maybe not 128*128 or 64*64 but something no square like 128*192? Because it has problems loading textures only if i use the overhead layer. Using overhead only doesn't work too.