Skin Mods bug, help

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SrRaulCL
Whelp
Posts: 22
Joined: Tue Jun 18, 2019 10:27 pm

Skin Mods bug, help

Postby SrRaulCL » Sat Aug 03, 2019 12:01 pm

I have a problem with this mod. When I finish a map and start a new one, if I´m wearing a skin, my character loses its texture. Anyone know why?

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MBK_MBK
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Posts: 395
Joined: Sun Jun 19, 2011 9:06 am
Location: Spain
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Re: Skin Mods bug, help

Postby MBK_MBK » Sat Aug 03, 2019 8:14 pm

Greetings. :)

Some textures and some 3D models, are not loaded in all the original maps. I mean, some code that loads textures and some code that loads 3D models are missing.
That happened to me, when I started adding more enemies to the maps, which had textures and 3D models, that were not loaded in all original maps because there these characters are not used. For example, on the original Kashgar map, there were no dark knights; or in the original Tabriz map, there were no orks; and to avoid load data time, that is why the code that loads some 3D models and some textures was not added.

Well, I see in your images that you are using the Zoe character; and she is camouflaged with the environment. :lol:
Surely the code that loads the 3D model and the texture of Zoe's character is missing.
I'm going to put some code to add on the maps, so you can see the textures and 3D models on each original map. For example, in the Kashgar map:

- Look in the .lvl file. ---> ...\Maps\Barb_M1\barb.lvl
- THIS IS THE CODE THAT IS IN THE ORIGINAL FILE:
Bitmaps -> barb.mmp # THIS LOADS THE TEXTURES OF THE MAP.
Bitmaps -> ../../3dChars/Bar.mmp # THIS LOADS SOME TEXTURES OF THE BARBARIAN.
Bitmaps -> ../../3dChars/ork.mmp # THIS LOADS SOME TEXTURES OF THE GOBLIN.
Bitmaps -> ../../3dChars/Gok.mmp # THIS LOADS SOME TEXTURES OF THE ORK.
Bitmaps -> ../../3dChars/lch.mmp # THIS LOADS SOME TEXTURES OF THE LICH.
Bitmaps -> Skl.mmp # THIS LOADS SOME TEXTURES OF THE SKELETON, FROM THE MAP DIRECTORY.
Bitmaps -> ../../3dChars/cosita.mmp # THIS LOADS SOME TEXTURES OF THE THING.
Bitmaps -> ../../3dChars/spd.mmp # THIS LOADS SOME TEXTURES OF THE SPIDER.
Bitmaps -> ../../3dObjs/3dobjs.mmp # THE NAME OF THE FILE IS WRONG, MUST BE 3dObjs.mmp
Bitmaps -> NOBJS.mmp # THIS LOADS SOME TEXTURES OF THE OBJECTS, FROM THE MAP DIRECTORY.
Bitmaps -> ../../3dChars/Actors.mmp # THIS LOADS SOME TEXTURES OF SOME "ACTORS" OR CHARACTERS.
World -> barb.bw # THIS LOADS THE 3D MAP.
WorldDome -> barb_d.mmp # THIS LOAD THE TEXTURES OF THE SKY.


- AS YOU CAN SEE, THIS IS THE FINAL CODE IN THE ORIGINAL FILE:
World -> barb.bw
WorldDome -> barb_d.mmp


- TO CORRECT THE ERROR THAT YOU SHOWED IN YOUR IMAGES, YOU ONLY NEED TO ADD THE FOLLOWING CODE, BEFORE THE ORIGINAL FINAL CODE, IN THE barb.lvl FILE. THIS LOAD THE 3D MODELS AND THE TEXTURES OF THE FOUR HEROS:
Bitmaps -> ../../3dChars/Amz.mmp
Bitmaps -> ../../3dChars/Bar.mmp
Bitmaps -> ../../3dchars/Dwf.mmp
Bitmaps -> ../../3dChars/Kgt.mmp
Bitmaps -> ../../3dChars/BarSkin1.mmp
Bitmaps -> ../../3dChars/BarSkin2.mmp
Bitmaps -> ../../3dChars/AmzSkin1.mmp
Bitmaps -> ../../3dChars/AmzSkin2.mmp
Bitmaps -> ../../3dChars/DwfSkin1.mmp
Bitmaps -> ../../3dChars/DwfSkin2.mmp
Bitmaps -> ../../3dChars/KgtSkin1.mmp
Bitmaps -> ../../3dChars/KgtSkin2.mmp

BOD -> ../../3dChars/amz_bng.BOD
BOD -> ../../3dChars/Amz_l.bod
BOD -> ../../3dChars/Amz_N.bod
BOD -> ../../3dChars/Bar.BOD
BOD -> ../../3dChars/Bar_bng.bod
BOD -> ../../3dChars/Bar_L.BOD
BOD -> ../../3dChars/Bar_N.BOD
BOD -> ../../3dChars/Barskin1.BOD
BOD -> ../../3dChars/Barskin2.BOD
BOD -> ../../3dChars/Dwf_bng.bod
BOD -> ../../3dChars/Dwf_L.BOD
BOD -> ../../3dChars/Dwf_M.BOD
BOD -> ../../3dChars/Dwf_N.BOD
BOD -> ../../3dChars/Dwfskin1.BOD
BOD -> ../../3dChars/Dwfskin2.BOD
BOD -> ../../3dChars/Kgt_bng.bod
BOD -> ../../3dChars/Kgt_F.BOD
BOD -> ../../3dChars/Kgt_L.BOD
BOD -> ../../3dChars/kgt_M.BOD
BOD -> ../../3dChars/Kgt_N.BOD
BOD -> ../../3dChars/Kgt_tr.BOD
BOD -> ../../3dChars/Kgtskin1.BOD
BOD -> ../../3dChars/Kgtskin2.BOD



- ANYWAY, IF YOU WANT TO MAKE THAT THE 3D MODELS AND THE TEXTURES BE LOADED IN ALL MAPS; TRY TO PUT THE FOLLOWING EXAMPLE CODE, BEFORE THE ORIGINAL FINAL CODE, IN THE *.lvl FILES OF ALL MAPS:
Bitmaps -> ../../3dChars/Amz.mmp
Bitmaps -> ../../3dChars/Bar.mmp
Bitmaps -> ../../3dchars/Dwf.mmp
Bitmaps -> ../../3dChars/Kgt.mmp
Bitmaps -> ../../3dChars/BarSkin1.mmp
Bitmaps -> ../../3dChars/BarSkin2.mmp
Bitmaps -> ../../3dChars/AmzSkin1.mmp
Bitmaps -> ../../3dChars/AmzSkin2.mmp
Bitmaps -> ../../3dChars/DwfSkin1.mmp
Bitmaps -> ../../3dChars/DwfSkin2.mmp
Bitmaps -> ../../3dChars/KgtSkin1.mmp
Bitmaps -> ../../3dChars/KgtSkin2.mmp

BOD -> ../../3dChars/amz_bng.BOD
BOD -> ../../3dChars/Amz_l.bod
BOD -> ../../3dChars/Amz_N.bod
BOD -> ../../3dChars/Bar.BOD
BOD -> ../../3dChars/Bar_bng.bod
BOD -> ../../3dChars/Bar_L.BOD
BOD -> ../../3dChars/Bar_N.BOD
BOD -> ../../3dChars/Barskin1.BOD
BOD -> ../../3dChars/Barskin2.BOD
BOD -> ../../3dChars/Dwf_bng.bod
BOD -> ../../3dChars/Dwf_L.BOD
BOD -> ../../3dChars/Dwf_M.BOD
BOD -> ../../3dChars/Dwf_N.BOD
BOD -> ../../3dChars/Dwfskin1.BOD
BOD -> ../../3dChars/Dwfskin2.BOD
BOD -> ../../3dChars/Kgt_bng.bod
BOD -> ../../3dChars/Kgt_F.BOD
BOD -> ../../3dChars/Kgt_L.BOD
BOD -> ../../3dChars/kgt_M.BOD
BOD -> ../../3dChars/Kgt_N.BOD
BOD -> ../../3dChars/Kgt_tr.BOD
BOD -> ../../3dChars/Kgtskin1.BOD
BOD -> ../../3dChars/Kgtskin2.BOD

Bitmaps -> ../../3dchars/chk.mmp
Bitmaps -> ../../3dChars/cosita.mmp
Bitmaps -> ../../3dChars/Crow.mmp
Bitmaps -> ../../3dChars/DalGurak.mmp
Bitmaps -> ../../3dchars/DarkKnight.mmp
Bitmaps -> ../../3dChars/darklord.mmp
Bitmaps -> ../../3dchars/dork.mmp
Bitmaps -> ../../3dChars/enanos.mmp
Bitmaps -> ../../3dChars/Gdemon.mmp
Bitmaps -> ../../3dChars/glm_cl.mmp
Bitmaps -> ../../3dchars/Glm_ic.mmp
Bitmaps -> ../../3dChars/Glm_lv.mmp
Bitmaps -> ../../3dChars/Glm_mt.mmp
Bitmaps -> ../../3dChars/Glm_st.mmp
Bitmaps -> ../../3dChars/Gok.mmp
Bitmaps -> ../../3dChars/lch.mmp
Bitmaps -> ../../3dChars/Ldm.mmp
Bitmaps -> ../../3dChars/min.mmp
Bitmaps -> ../../3dchars/NPK.mmp
Bitmaps -> ../../3dchars/Org.mmp
Bitmaps -> ../../3dChars/Ork.mmp
Bitmaps -> ../../3dchars/rgn.mmp
Bitmaps -> ../../3dChars/Skl.mmp
Bitmaps -> ../../3dChars/Slm.mmp
Bitmaps -> ../../3dChars/spd.mmp
Bitmaps -> ../../3dchars/TKN.mmp
Bitmaps -> ../../3dChars/trl_dk.mmp
Bitmaps -> ../../3dchars/trl_SN.mmp
Bitmaps -> ../../3dChars/Vmp.mmp
Bitmaps -> ../../3dChars/zkn.mmp


BOD -> ../../3dChars/Ank.BOD
BOD -> ../../3dChars/Ank_Bng.BOD
BOD -> ../../3dChars/Ank2.BOD
BOD -> ../../3dChars/Chk.BOD
BOD -> ../../3dChars/Chk_Bng.BOD
BOD -> ../../3dChars/cos.BOD
BOD -> ../../3dChars/Cos_Bng.BOD
BOD -> ../../3dChars/Crw.BOD
BOD -> ../../3dChars/Dgk.BOD
BOD -> ../../3dChars/Dgk_Bng.BOD
BOD -> ../../3dChars/Dkn.BOD
BOD -> ../../3dChars/Dkn_Bng.BOD
BOD -> ../../3dChars/Dok.BOD
BOD -> ../../3dChars/Dok_Bng.BOD
BOD -> ../../3dChars/Drg_stone.BOD
BOD -> ../../3dChars/Duk.BOD
BOD -> ../../3dChars/Ena_Bng.BOD
BOD -> ../../3dChars/enano1.BOD
BOD -> ../../3dChars/enano2.BOD
BOD -> ../../3dChars/enano3.BOD
BOD -> ../../3dChars/enano4.BOD
BOD -> ../../3dChars/Gargoyle_Stone_Form.BOD
BOD -> ../../3dChars/Gdm.BOD
BOD -> ../../3dChars/Gdm_Bng.BOD
BOD -> ../../3dChars/Glm_Bng.BOD
BOD -> ../../3dChars/Glm_cl.BOD
BOD -> ../../3dChars/Glm_ic.BOD
BOD -> ../../3dChars/Glm_lv.BOD
BOD -> ../../3dChars/Glm_mt.BOD
BOD -> ../../3dChars/Glm_st.BOD
BOD -> ../../3dChars/Gok.BOD
BOD -> ../../3dChars/Gok_Bng.BOD
BOD -> ../../3dChars/Lch.BOD
BOD -> ../../3dChars/Lch_Bng.BOD
BOD -> ../../3dChars/Ldm.BOD
BOD -> ../../3dChars/Ldm_Bng.BOD
BOD -> ../../3dChars/Min.BOD
BOD -> ../../3dChars/Min_Bng.BOD
BOD -> ../../3dChars/Mor.BOD
BOD -> ../../3dChars/Npk.bod
BOD -> ../../3dChars/Org.BOD
BOD -> ../../3dChars/Org_Bng.BOD
BOD -> ../../3dChars/Ork.BOD
BOD -> ../../3dChars/Ork_Bng.BOD
BOD -> ../../3dChars/Prs_1.BOD
BOD -> ../../3dChars/Prs_2.BOD
BOD -> ../../3dChars/Prs_3.BOD
BOD -> ../../3dChars/Prs_4.BOD
BOD -> ../../3dChars/Prs_5.BOD
BOD -> ../../3dChars/Prs_6.BOD
BOD -> ../../3dChars/Rgn.BOD
BOD -> ../../3dChars/Rgn_Bng.BOD
BOD -> ../../3dChars/Skl.BOD
BOD -> ../../3dChars/skl_bng.BOD
BOD -> ../../3dChars/Skl_opt.BOD
BOD -> ../../3dChars/Slm.BOD
BOD -> ../../3dChars/Slm_Bng.BOD
BOD -> ../../3dChars/Spd.BOD
BOD -> ../../3dChars/Spd_Bng.BOD
BOD -> ../../3dChars/Tkn.BOD
BOD -> ../../3dChars/Tkn_Bng.BOD
BOD -> ../../3dChars/Trl_Bng.BOD
BOD -> ../../3dChars/Trl_dk.BOD
BOD -> ../../3dChars/Trl_sn.BOD
BOD -> ../../3dChars/vejete.BOD
BOD -> ../../3dChars/Vmp.BOD
BOD -> ../../3dChars/Vmp_Bng.BOD
BOD -> ../../3dChars/Wyv.BOD
BOD -> ../../3dChars/Zkn.BOD
BOD -> ../../3dChars/Zkn_Bng.BOD

Bitmaps -> ../../3dchars/Actors.mmp
Bitmaps -> ../../3dchars/actors_javi.mmp

Bitmaps -> ../../3dObjs/bolarayos.mmp
Bitmaps -> ../../3dObjs/CilindroMagico.mmp
Bitmaps -> ../../3dObjs/conos.mmp
Bitmaps -> ../../3dObjs/dalblade.mmp
Bitmaps -> ../../3dObjs/esferagemaazul.mmp
Bitmaps -> ../../3dObjs/esferagemaverde.mmp
Bitmaps -> ../../3dObjs/esferagemaroja.mmp
Bitmaps -> ../../3dObjs/esferanegra.mmp
Bitmaps -> ../../3dObjs/esferaorbital.mmp
Bitmaps -> ../../3dObjs/Espectro.mmp
Bitmaps -> ../../3dObjs/firering.mmp
Bitmaps -> ../../3dObjs/halfmoontrail.mmp
Bitmaps -> ../../3dObjs/luzdivina.mmp
Bitmaps -> ../../3dObjs/magicshield.mmp
Bitmaps -> ../../3dObjs/nube.mmp
Bitmaps -> ../../3dObjs/ondaexpansiva.mmp
Bitmaps -> ../../3dObjs/Pfern.mmp
Bitmaps -> ../../3dObjs/telaranya.mmp
Bitmaps -> ../../3dObjs/vortice.mmp
Bitmaps -> ../../3dObjs/pmiguel.mmp
Bitmaps -> ../../3dObjs/conos.mmp

BOD -> ../../3dObjs/Ghostpointer.BOD

Bitmaps -> ../../3DObjs/genericos.mmp
Bitmaps -> ../../3DObjs/weapons.mmp


THE 3D MODELS OF THE ENEMIES, LIKE: Bitmaps -> ../../3dChars/Ork.mmp / BOD -> ../../3dChars/Ork.BOD
IT SEEMS THAT IT IS NOT NECESSARY TO PUT HERE, BECAUSE THE ORIGINAL 3D MODELS ARE ALREADY LOADED FROM ANOTHER FILES.
BUT JUST IN CASE, DUE TO I HAVE ADDED MORE CHARACTER CLASSES IN MY MOD, I HAD TO PUT ITS CODE IN THERE. IT WORKS IN MY COMPUTER, IN THAT WAY.

REMEMBER, TO ADD CODE MAY CAUSE CONFLICTS IN THE GAME. IF YOU CAN TEST WITH THE "DEBUG" MODE, THE GAME CONSOLE COULD SHOW YOU SOME MESSAGE THAT SIGNS WHERE THE CODE ERROR IS.

IF ANY CODE IS NOT NECESSARY OR CAUSES CONFLICT, IT IS BETTER TO REMOVE IT; FOR EXAMPLE, IF THERE ARE SEVERAL TIMES REPEATED THE SAME CODE THAT LOADS THE SAME THING, THAT ENLARGES THE LOAD TIME. Well, I comment this, because I had these mistakes and I corrected them. If I forget something, please somebody could to corrects me.
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

SrRaulCL
Whelp
Posts: 22
Joined: Tue Jun 18, 2019 10:27 pm

Re: Skin Mods bug, help

Postby SrRaulCL » Sun Aug 04, 2019 12:19 pm

Thank you very much MBK works perfectly! :D


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