Author Topic: Creating nodes for a player type? (Blender)  (Read 2934 times)

I'm Fairly sure you just make a armature and then change the "Bone" name, please tell me if I'm correct and also a list of node names would be appreciated!

Pretty sure these are all the nodes on the default player.

headSkin
  - helmet, copHat, knitHat, scoutHat, bicorn, pointyHelmet, flareHelmet
    -- plume, triPlume, septPlume, visor

chest / femChest
  - armor, pack, quiver, tank, bucket, cape
    -- epaulets, epauletsRankA, epauletsRankB, epauletsRankC, epauletsRankD, shoulderPads


RArm / RArmSlim, LArm / LArmSlim
  - RHand / RHook, LHand / LHook

pants
  - RShoe / RPeg, LShoe / LPeg
    -- RSki / LSki

skirtHip
  - SkirtTrimRight, SkirtTrimLeft

it's based on the mesh name not the bone name


I dont know if i explained it right, But the reason i need nodes is to mount armor peices to my player type, i named the meshes the proper names and still nothing

I dont know if i explained it right, But the reason i need nodes is to mount armor peices to my player type, i named the meshes the proper names and still nothing
You mount things to the mount points on the player. Nodes are just for hiding/unhiding and recoloring.

0 = Right hand.
1 = Left hand.
2 = Face.
3 = Right foot.
4 = Left foot.
5 = Head.
6 = Also head. Tiny bit higher than 5.
7 = Hip.
If you go any higher than that then it just ends up in between their feet.
« Last Edit: February 23, 2016, 11:40:45 AM by jes00 »

You mount things to the mount points on the player. Nodes are just for hiding/unhiding and recoloring.

0 = Right hand.
1 = Left hand.
I'll get the rest in a minute.
oh so i just name the armatures like mount1, mount2, ect?

oh so i just name the armatures like mount1, mount2, ect?
Mount points are for players. You're making armor. So just define what point of the player you want it to mount to in the script.

Mount points are for players. You're making armor. So just define what point of the player you want it to mount to in the script.
aight, thanks

You can also offset the image in the script if you need to.

You can also offset the image in the script if you need to.
one last question, Is it possible to mount somthing to the shoulder?

keep in mind you can only mount 4 images to a player, this includes your hand slots so you should not mount more that 2-3 images to the player since one will be used for the right hand and sometimes there will be a dual wield item which means you can only mount 2 pieces of armor if there are dual items

if you look at the gun image
Code: [Select]
datablock ShapeBaseImageData(gunImage)
{
   shapeFile = "./pistol.dts";
   emap = true;

   mountPoint = 0;
....
you will see you specify the mount point on the image datablock

the best way to mount something to the shoulder you would mount it into a hand slot (0 or 1) and then offset the image so that it rested on the shoulder from there, however you'll run into issues if the players rotate their hands as it will rotate the model on the shoulders, there are no mount points for shoulders so you can't really mount it to any other mount point and have them move with the orientation of the shoulders

to achieve what you want, you might want to try looking into create your own player model and modelling all the armor onto that player model so you can unhide the armor nodes without requiring image mounts, this way you can put on as many pieces of armor as you want without running into the 2-4 image limit, however creating a playertype is a lot of work and is more difficult
« Last Edit: February 23, 2016, 01:40:16 PM by Swollow »

keep in mind you can only mount 4 images to a player, this includes your hand slots so you should not mount more that 2-3 images to the player since one will be used for the right hand and sometimes there will be a dual wield item which means you can only mount 2 pieces of armor if there are dual items

if you look at the gun image
Code: [Select]
datablock ShapeBaseImageData(gunImage)
{
   shapeFile = "./pistol.dts";
   emap = true;

   mountPoint = 0;
....
you will see you specify the mount point on the image datablock

the best way to mount something to the shoulder you would mount it into a hand slot (0 or 1) and then offset the image so that it rested on the shoulder from there, however you'll run into issues if the players rotate their hands as it will rotate the model on the shoulders, there are no mount points for shoulders so you can't really mount it to any other mount point and have them move with the orientation of the shoulders

to achieve what you want, you might want to try looking into create your own player model and modelling all the armor onto that player model so you can unhide the armor nodes without requiring image mounts, this way you can put on as many pieces of armor as you want without running into the 2-4 image limit, however creating a playertype is a lot of work and is more difficult

well as an example of what im doing is this,
With Helmet:

Without Helmet:

 i was not aware that only 2-4 images could be mounted, but is it possible to make a system similar to the player customization of the default game, to make interchangeable helmets, torso, arm peices, pants, hands, and feet, this is already a custom playertype model, and i am trying to replicate the fallout 4 power armor system

well as an example of what im doing is this,
With Helmet:
[img width=500]http://www.justfilehosting.space/download.php?f=vpfgl[/img]
Without Helmet:
[img width=500]http://www.justfilehosting.space/download.php?f=wqvcx[/img]
 i was not aware that only 2-4 images could be mounted, but is it possible to make a system similar to the player customization of the default game, to make interchangeable helmets, torso, arm peices, pants, hands, and feet, this is already a custom playertype model, and i am trying to replicate the fallout 4 power armor system
As Swollow just said. To do that you'd have to make it a custom playertype and make the armor into nodes on the playertype.

If you're going to do that, you might want to check THIS out.

Sorry, but i have another question. would i just name the mesh somthing like
Code: [Select]
T60RHandfor one armor peice and then
Code: [Select]
T45RHandFor another and somthing like this to equip the T60RHand

Code: (This is for a item) [Select]
function T60RHandItemImage::onFire(%this,%obj,%slot)
{
if(!(%player.getdatablock().getName() $= "PlayerPowerArmorFrame"))
  {
              return;
  }
  else
  {
    %obj.hideNode("T45RHand");
    %obj.unHideNode("T60RHand");
  }
}