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Thread: Axe and shield varientmeshdefinition help?

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  1. #1
    Civis
    Join Date
    May 2007
    Location
    Bismarck, ND
    Posts
    109

    Default Axe and shield varientmeshdefinition help?

    I'm having issues with the celtic axe and celtic round shields not showing up on the unit I have made. I've read Lusted's tutorial on the varientmeshdefinitions and saw this can be an issue but I'm not entirely sure on how to correct it. Any help would be greatly appreciated.

    My varientmeshdefinition:
    Code:
    <VARIANT_MESH>
        <SLOT name="skin" >
            <VARIANT_MESH>
                <SLOT name="hair" >
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_beard_blond.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_beard_blond.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_beard_brown.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_beard_darkbrown.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_beard_red.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_beard_red_knot.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_beard_red_knot.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_blond.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_blond.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_brown.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_darkbrown.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_red.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_red_knot.VariantMeshDefinition" />
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/hair_beards/barb_hair_red_knot.VariantMeshDefinition" />
                </SLOT>
                <SLOT name="beards" >
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/skin/barb_headhands_bearded.VariantMeshDefinition" />
                </SLOT>
                <SLOT name="helmets" />
                <SLOT name="clothing" >
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/tunics/germanic_tunics.VariantMeshDefinition" />
                </SLOT>
                <SLOT name="cloaks" >
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/cloak/celtic_cloaks.VariantMeshDefinition" />
                <SLOT name="greaves" />
                <SLOT name="shield" attach_point="weapon_03" >
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/shield/celtic_round_shields_pattern.VariantMeshDefinition" />
                </SLOT>
                <SLOT name="weapon_1" />
                <SLOT name="weapon_2" attach_point="weapon_02" >
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/weapons/celtic_axes.VariantMeshDefinition" />
                </SLOT>
                <SLOT name="weapon_3" />
                <SLOT name="weapon_4" attach_point="weapon_05" >
                    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/weapons/javelins_leaf.VariantMeshDefinition" />
                </SLOT>
            </VARIANT_MESH>
        </SLOT>
    </VARIANT_MESH>

  2. #2
    Foederatus
    Join Date
    Sep 2009
    Location
    Perth, Western Australia
    Posts
    48

    Default Re: Axe and shield varientmeshdefinition help?

    You didn't close the </SLOT> for your guys' cloaks. When the engine doesn't have a closed slot, everything below it is ignored. Hope that helps!

  3. #3
    Civis
    Join Date
    May 2007
    Location
    Bismarck, ND
    Posts
    109

    Default Re: Axe and shield varientmeshdefinition help?

    Works perfectly, always the simple mistakes. Thanks +rep

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