| Welcome to Zoo Tycoon 2 Designing Centre (ZTDC). We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Glenn's Projects | |
|---|---|
| Tweet Topic Started: Jul 14 2007, 08:36 AM (1,443 Views) | |
| glenn-zoo | Jul 14 2007, 08:36 AM Post #1 |
![]()
New Member
|
Hi, i have some projects... Here are they: Gray dog: ![]() ![]() ![]() Young (In nifskope) : ![]() ______ Grey dog problems: It walk by shelters: animal ---> shelter --> animal. And the eyes in game are black... (see screen) ______ Firepeafowl (= meshed by me. ) :male: ![]() Female: ![]() young: ![]() egg: ![]() ____ Firepeofowl problems: The game gets an error if you place him. Help pleas... ____ |
![]() |
|
| papapanda | Jul 14 2007, 11:30 AM Post #2 |
|
Lazy bear
![]()
|
Hi Glenn. Good work so far. About the gray wolf's eyes maybe the eye section in the texture DDS file was painted over accidentaly. Compare it with the original file, make sure the eyes are still there in the texture file. About the fire peafowl if you can't place it in game it doesn't mean that the problem must be caused by the meshing in nifskope. Check the xml files, tsk or beh files make sure there is no mistake in typing the codes. |
![]() |
|
| AniOkami | Jul 14 2007, 02:29 PM Post #3 |
|
JET THE HAWK! SHADOW THE HEDGEHOG! [Inactive]
|
Wow, these are great! The eye problem, it looks like the eyes are closed. It does not look painted over. |
Click Shadow to go to my site! Click Jet the Hawk Silver's theme song (will change)![]()
| |
![]() |
|
| Penguinman | Jul 14 2007, 02:32 PM Post #4 |
|
Admin and Coding Master
![]()
|
Also check the bfm files for the peafowl. Did you change the codename 3 times only? |
Check out my site where you can get many of my downloads here.
| |
![]() |
|
| glenn-zoo | Jul 17 2007, 01:58 PM Post #5 |
![]()
New Member
|
What do you mean? And for the Gray dog; iI check is to soon it is possible.
|
![]() |
|
| glenn-zoo | Jul 22 2007, 08:17 AM Post #6 |
![]()
New Member
|
I dont no how i must fix the peofowl. I have check every file but, the codename is in all files good. I have check the names of the files and that is also good. Plz help...
|
![]() |
|
| papapanda | Jul 25 2007, 02:16 AM Post #7 |
|
Lazy bear
![]()
|
Hi Glenn I have checked your file and found out that you changed the nif file drastically it's not compatible anymore with ZT2. Working with Nifskope has limitations and you can't delete nodes or part of the model just like that. Have you read the meshing guide written by Steenbok? It contains basic step by step guide on modifying ZT2 animal's mesh data with Nifskope. The guide was available at his forum (SBK Mesh DC) but it's already down now. Fortunately i have downloaded his guide and i can send it to you if you want. |
![]() |
|
| papapanda | Jul 25 2007, 10:24 PM Post #8 |
|
Lazy bear
![]()
|
Hi Glenn It's better if we just discuss it here and not through PMs so that other can learn how to avoid problem in meshing. You said that you only delete a small part of the body and not nodes. Well every part of the body consists of nodes so if you delete one part then you also delete nodes that form that part. Nodes here means vertices in the TriShapeData not NiNodes. I suggest to understand Nifskope better you can visit this website: http://niftools.sourceforge.net/wiki/NifSkope Click on "Working with Nifskope 101" to start learning. As for nif files in ZT2 almost all of them consits of 3 LOD block. LOD = Level Of Detail. Each LOD contains data of the animal's mesh in different detail. Usually LOD0 has the highest detail, LOD1 medium, and LOD2 lowest. I believe you have understand this, but still you can't just delete them or the sub part just like that. Now lets see your Adult F nif files. I saw in your nif file that you deleted the sub part (LOD00, LOD10, and LOD20). If you delete them you must also delete all properties and children of that subpart (such as the texture and skin instance) You must also redefine the NiBoneLODController. This one is located under the Bip 0 node. NiBoneLODController consits of 3 set of group data: Node Groups, Shape Groups1 and Shape Groups2 Since you have deleted the LOD00, LOD10 and LOD20 you must also delete all pointer to those part in the NiBoneLODController's Shape Groups1 and Groups2.. No need to touch the Node Groups data. You still with me? lol Ok, we start with the Shape Groups 1. Click on the + sign and you see 3 children: click on the + sign of each children and you see the Num Link Pairs. Click on + beside Link Pairs and you see 2 more Link Pairs as its children. Click on + beside each and you see Shape and Skin Instance. Now the goal is to delete pointer to the LOD that you have deleted but before that we must move the pointer LOD01 LOD11 and LOD21 to the uppermost set of Link Pairs here. First doubleclick on the Shape value of the upper Link Pairs and change it to the same number that point to the LOD01. You can see the value for LOD01 in the second set of Link Pairs below it. Then doubleclick on the SkinInstance value and put the number of SkinInstance from the second set of Link Pairs below. When done we move to the Num Link Pairs value which is located below the Shape Groups1 row. The value is 2, double click on it and change it to 1. Then right click on the Link Pairs and choose Array->Update. Repeat this for all children in Shape Groups 1. Next we move to Shape Groups 2 This is easier. Click on the + sign and you see 6 set of Shape Groups 2 pointer. All you have to do is move all number of pointer which is left there to the first, second, and third row. Double click the value of each Shape Groups 2 and enter the number of LOD01, LOD11 and LOD21. Next we move to the Num Shape Groups 2. The value is 6, double click the value and change it to 3. Right click on Shape Groups 2 and choose Array->Update. It's not finished yet. Next we move to the Scene Root (0 NiNode) It should only have 6 children below it: - NiVertexColorProperty - NiZBufferProperty, - NiNode-CommonPeafowl LOD2 - NiNode-CommonPeafowl LOD1 - NiNode-CommonPeafowl LOD0 - NiNode-Bip01 Delete all other children. They are all properties or subpart of LODs that you have deleted. That's it. Save the nif file and repeat this procedure again for the Adult M and Young nif files. But in the Adult M nif file do not delete the FootBack Left , FootBack Right and Point01 Nodes (they are all children of Scene Root) Hope it will work. |
![]() |
|
| glenn-zoo | Aug 12 2007, 05:56 PM Post #9 |
![]()
New Member
|
I have made a Golden lion reskin:![]() ![]() ![]() ![]() And the fire peafowl is work ingame: ![]() ![]() ![]() ![]() The Fire peafowl is not completed.
|
![]() |
|
| papapanda | Aug 14 2007, 04:03 PM Post #10 |
|
Lazy bear
![]()
|
The golden lion looks good, Glenn. And glad to know that the firepeafowl now work in game. Hope it can be completed. Good luck! |
![]() |
|
| glenn-zoo | Aug 15 2007, 10:36 AM Post #11 |
![]()
New Member
|
Thanks! :lol: Golden Lion Reskin V2: ![]() ![]() ![]() I try to make one variant from it. And here is the firepeafowl young:
|
![]() |
|
| « Previous Topic · Individual Projects · Next Topic » |








) :





















6:57 PM Jul 11