The answer to Adunabar's manpower problems.
The answer to Adunabar's manpower problems.
All Ringwraiths!
Check the descr_model_battle.txt and see if the skeleton entry is labelled model_flexi_m or model_flexi_c. If yes, change it to model_flexi.
Does this get rid of the Phantom Menace?
Last edited by Éorl; January 11, 2013 at 01:13 AM.
I read this so called Bible, and found it to be a third rate story in which this so called 'jesus' is nothing more than a shameless lampooning of Brian, which has inspired joy and laughter in millions.
-unknown YouTube user
Posts above moved to seperate thread because Official WIP Screenshot thread is reserved for official WIP screenshots
Last edited by Éorl; January 11, 2013 at 01:11 AM.
I read this so called Bible, and found it to be a third rate story in which this so called 'jesus' is nothing more than a shameless lampooning of Brian, which has inspired joy and laughter in millions.
-unknown YouTube user
Just realized that, thanks. I was pretty sleepy when I posted that.
That should be the entry.
Code:type 4a_rk_cavbodyguard skeleton fs_hc_spearman, fs_hc_swordsman indiv_range 40 texture empire_east, bi/ci/data/models_unit/textures/4a_rk_cavking.tga texture empire_east_rebels, bi/ci/data/models_unit/textures/4a_mf_cavking.tga model_flexi bi/ci/data/models_unit/4a_rk_cavking_lod1.cas, 15 model_flexi bi/ci/data/models_unit/4a_rk_cavking_lod2.cas, 30 model_flexi bi/ci/data/models_unit/4a_rk_cavking_lod3.cas, 40 model_flexi bi/ci/data/models_unit/4a_rk_cavking_lod4.cas, max model_sprite empire_east, 60.0, bi/ci/data/sprites/sprites_new/4a_rk_cavbodyguard_sprite.spr model_sprite empire_east_rebels, 60.0, bi/ci/data/sprites/sprites_new/4a_mf_cavbodyguard_sprite.spr model_tri 400, 0.5f, 0.5f, 0.5f
I would rather have a memory that is fair but unfinished than one that goes on to a grievous end.
You sure about that? These are Adunabar bodyguard, not RK.
Yes, it's the correct entry. They use the same model, but faction-specific textures. The model entry in Thang's post uses the model_flexi header, which is the correct one.
I've spotted some model issues with the old models like the one you posted in the past, where some parts of the model seemed to have disappeared, or flicker when the model moves (the Helm's Deep recruitable BGs had a similar issue iirc). I've tracked down the cause of this to the model_flexi_m header, which defines an entry that is supposed to have manually weighed bones (meaning that some vertices of the model are affected by more than one bone of the animation skeleton) - this isn't supported by the engine, though, and only messes with the models. If it's not that, then I'm at a loss at the moment.
Edit says: Oh look, the old ci folder. Now I feel nostalgia.
I read this so called Bible, and found it to be a third rate story in which this so called 'jesus' is nothing more than a shameless lampooning of Brian, which has inspired joy and laughter in millions.
-unknown YouTube user