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by IrateGiant
Sun Jun 17, 2012 8:39 am
Forum: Severance BoD: Modding Community
Topic: Increasing ArmoursTypes
Replies: 14
Views: 3452

OK pro, all armours are recognized, but the armour change doesn´t happen, it always appears the message: [red]"This Armour Will Not Fit Me"[/ red]

I don´t know what is the error, any idea? [:(]
by IrateGiant
Fri Jun 15, 2012 1:25 pm
Forum: Severance BoD: Modding Community
Topic: News: Character Creations
Replies: 1070
Views: 258905

Many thanks pro. [:)] It´s quite complicated adapt all neccesary parts to create the model. I don´t have he TPTPT Script to make easily the character. [:(] I read something about we can create new animations and models with NeverWinterNights editor but again I´m lost about how get them. I´m test...
by IrateGiant
Wed Jun 13, 2012 9:21 pm
Forum: Severance BoD: Modding Community
Topic: News: Character Creations
Replies: 1070
Views: 258905

Hi Harrison! [:D] Many thanks for the explanation! Now I managed to correctly display textures. I've renamed the materials by his names and now the textures loaded well. I placed the Bitmaps in "Diffuse" as originals Blade models instead of "Ambient". [:I] This a image ingame. [:)] http://img14.imag...
by IrateGiant
Wed Jun 13, 2012 3:58 pm
Forum: Severance BoD: Modding Community
Topic: News: Character Creations
Replies: 1070
Views: 258905

In this moment I don´t trying tocreate animations pro, too complicate for my. [:I] I only need adapt the skeleton of Knight_N to the Ninja model (I only have the mesh). For example, when you rotate the arm bone of Knight_N skeleton, the bone and mesh are vinculated, mesh and bone rotate together, I...
by IrateGiant
Wed Jun 13, 2012 3:40 pm
Forum: Severance BoD: Modding Community
Topic: Increasing ArmoursTypes
Replies: 14
Views: 3452

I put the imports and necessary funcs but now the console show a error in "PlayerTypes.py" I placed the following code: <font color="green">import BCopy import Reference import InitDataField import Sounds import Actions import MenuText import EnemyTypes import AuxFuncs import GenFX import darfuncs i...
by IrateGiant
Tue Jun 12, 2012 10:51 pm
Forum: Severance BoD: Help / Game Discussion
Topic: Future changes to the forum
Replies: 12
Views: 4873

I like the new forum style. I will miss the classic style of the forum and all the experiences in it. This is great news, you've managed to keep all the information. We are all part of this community and we wouldn´t want to disappear. Many thanks!
by IrateGiant
Tue Jun 12, 2012 10:26 pm
Forum: Severance BoD: Modding Community
Topic: News: Character Creations
Replies: 1070
Views: 258905

Guys, anyone have knowledgment about rigging and skinning? I´ve many ideas in my head and few knowledgement about how to do reality. [xx(] Now I´m thinking in a custom character for a new map test. But I don´t know how to do this 3d edition. I only adapt the skeleton of Knight_N to Ninja characte...
by IrateGiant
Tue Jun 12, 2012 9:30 pm
Forum: Severance BoD: Modding Community
Topic: Increasing ArmoursTypes
Replies: 14
Views: 3452

Thanks for the explanation pro. [:)] Yes, I have ready the new armours models and armoured characters. I checked your code and I tested it to add new armours for Barbarian but I fail. All models are loaded correctly, but I can´t do that the "GhostPointer" method work. [:(] I´m testing; PutOnArmour...
by IrateGiant
Tue Jun 12, 2012 9:20 am
Forum: Severance BoD: Modding Community
Topic: Increasing ArmoursTypes
Replies: 14
Views: 3452

OK pro! I adapted the code to my own mod but the problem is that I don´t know how write the reference code. [xx(] This ArmourMod, like older versions affect the main game not a custom map, this is the problem I think. [:(] The game read the original file "Enemies.py" to get the correct transition. ...
by IrateGiant
Sun Jun 10, 2012 4:38 pm
Forum: Severance BoD: Modding Community
Topic: Increasing ArmoursTypes
Replies: 14
Views: 3452

Hi pro!, maybe like your armours code from "ProsperoArena3"? I see many armours types for new Amazon model.
by IrateGiant
Sun Jun 10, 2012 9:26 am
Forum: Severance BoD: Modding Community
Topic: Increasing ArmoursTypes
Replies: 14
Views: 3452

Increasing ArmoursTypes

I´ve a question guys, I try to add a new armour to the four heroes but not work. This error appear in console: <font color="red">File "..\..\Scripts\Enemies.py", line 59, in Init bar.SpecialArmour="" AttributeError: Not implemented</font id="red"> I edit the following files; <font color="green">"En...
by IrateGiant
Sat Jun 09, 2012 5:38 pm
Forum: Severance BoD: Modding Community
Topic: Assign attacks
Replies: 129
Views: 27913

mingyue, I try to implement "class ChaosKnight (Enm_def.NPCPerson)" and code to Basic_Funcs but this make a game error to "Player1 not defined". [xx(] SR, Yes, I´m creating a mod to play with original enemies; attacks, animations, sounds, etc. [:)] I´ve done the 63% of this "BeastModeMOD". [:D] No...
by IrateGiant
Fri Jun 08, 2012 7:14 pm
Forum: Severance BoD: Modding Community
Topic: Assign attacks
Replies: 129
Views: 27913

This is the code from Secondary map (GlofrorsGardenNight) of "BeastMode": import Bladex import ItemTypes import Actions import AniSound import Basic_Funcs import EnemyTypes import Sounds import Reference import CharStats import Sparks import Enm_Def import darfuncs import anm_def import AnmFact impo...
by IrateGiant
Fri Jun 08, 2012 5:04 pm
Forum: Severance BoD: Modding Community
Topic: Assign attacks
Replies: 129
Views: 27913

Hi mingyue, I always thought that the reference to import any animation anm_def load any character. [8)] I created a simple file "Magiceffect.py". I put the necessary code and edit "cfg.py" with "execfile" and the reference import to "pj.py" but the problem persist. I have doubts about how enable th...
by IrateGiant
Fri Jun 08, 2012 12:06 pm
Forum: Severance BoD: Modding Community
Topic: Assign attacks
Replies: 129
Views: 27913

A little problem guys. I can´t show the magic effects of enemies attacks in a new map. Also I can´t hear the effort sounds or screams sounds of enemies, only the foot steps. I think I use the imports needed for display. [8)] <font color="green">import Bladex import ItemTypes import Actions import ...

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