Editing the .ECM file to something similar (for instance "windsprint panther" and the one I edited- white jaguar) but that seems to only work with ones that are based off the same animations. which mount is it you're trying to fix?
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Editing the .ECM file to something similar (for instance "windsprint panther" and the one I edited- white jaguar) but that seems to only work with ones that are based off the same animations. which mount is it you're trying to fix?
I am actually importing the new tiger (Blazing Tempest){27855} from PWi. Currently I only need to fix the animations and add the gfx effects :)
New tiger being "blazing tempest"?
I'll get back to you on that in a few hours most likely, it's on my agenda to fix that one as well. When I take a look at it myself i'll have a better idea of what's needed. Unfortunately i've seen it on PWI and it does not move like the windsprint panther so, it's gonna need something different I think.
I would also appreciate any feedback on this mount as well from anyone else who would like to comment xD
If it's a different mount, what's it called on your server might I ask? xD
EDIT nevermind, I don't know why I didnt see the rest of your post LOL
yeah, i'll look at that and get back to you if I have any ideas.
Meanwhile if anyone else also has feedback, would be useful :)
Yes, this is a recent development for me. I just decided today, a few hours ago if that -- to add Blazing Tempest to my private server: here's what I have to work with after locating the model for it in models.pck:
{now onto gfx and animation :)}
Yeah. It looks like that here too. I'll get started on it in a few and keep posted on here when I figure something out. Its an interesting mount in PWI. I wonder if finding their files on their client and replacing the .ECM from there would work? That would be where I would start, or at least look at their's and see what's different than the one you or I have.
I've learned to keep a fresh install of PWI fully updated for those sort of uses for comparison and stuff.
I just did some "homework" 'if you will'. Although the Panther and the Blazing Tempest do have totally different 'idle' animations, their walk/run animations seem very close, albeit I'm sure they probably aren't identical; I am sure if for any reason we have to, we can "get away" with utilizing the Panthers animations for the Blazing Tempest (in a last resort scenario) ;)
Perhaps, might be a fun idea to try. I notice looking at PWI's blazing tempest, most of the .ECM file seems absolutely identical to the one i'm using. Mine is a little shorter (meaning less information to look to?) but it's not anything I can noticeably say would make a difference*? After looking at the other files in there i'm going to try replacing the .ecm's.
*meaning, I have no idea what those missing lines do xD
Which one of yours were you comparing it to?
ah. I think I know what you're asking but correct me if i'm wrong.
...\models\matters\... is for the little box or egg that you can throw on the ground when you drop the item in your inventory to the ground (in this case, mount)
...\models\NPCs\... is for the mount itself's files when the player has it hatched and usable.
And then there is surfaces.pck reference showing in the elements.data which... I don't think is the issue here.
I meant which ECMs were you comparing? Right now I am attempting to compare a few different ECMs from Blazing Tempest, Panther, and another...
Oh. PWI's and my client, both of the Blazing Tempest. Changing it dispite a few missing lines didn't make it animated however so now i'm looking at the Windsprint Panther.
EDIT:
Heh, look what happened when I replaced the MOXTVersion of the blazing tempest (49) with the Windsprint panther's (21)...
Edit2:
MOXTVersion 32 has the same effect as 21... lol. MOXTVersion's are confusing me now. xD
Yea, I was already playing around with that from prior advice on the thread and deduced that, it seems to only control the size of the object produced as you'll notice changing it to match panther, it is now the same size as the panther ;)
I'm a lil bored so I am gonna change it to a ridiculously large number just to see what happens ;) Still no important developments on animation or effects :( I'm still pokin' around
Okay. I figured out, well, a different fix for it.
In Hrace's release of ronnies VBOX... in configs.pck there is a mount called white tiger. I looked at it's .ecm file as a guage, and was just experimenting a little with cutting and pasting.
What I wound up doing (see the screenshot, it moves now, but not the way it is supposed to. And it has a crystal underneath it that I will figure out what to do with to eliminate it tomorrow.) was, I cut the following out of the white tiger file and pasted over everything between the first few lines and the last few lines... so it looked like:
MOXTVersion: 32
SkinModelPath: Models\NPCs\³èÎï\Æï³è\×øÆïÀÏ»¢\×øÆïÀÏ»¢.SMD
I left those lines from my previous experiment in Blazing Tempest ECM where I only changed the MOXTVersion to 32 and then added... everything from the White Tiger .ECM until the end of that file, but then kept the last few lines on the Blazing Tempest that extends further than the very last "ChildCount: 0" in the White Tiger .ECM.
ChildCount: 0
ChildName: ff
ChildPath: Models\Players\ÐÎÏó\Î×ʦŮ\Çû¸É\Î×ʦŮ.ecm
HHName: HH_ride
CCName: CC_ride
PhysFileName: ×øÆïÀÏ»¢.mphy
ECMHookCount: 0
So, I hope you understood what I was trying to say, if not i'll try to explain more clearly. i'm a little tired and very new to this stuff even still.
*and I apologize, I have no idea how to put that back into Chinese from the mess of letters and symbols it seems to be at the moment. But it's the file paths that were originally in the Blazing Tempest .ECM. And if really curious, could probably be switched back in microsoft word or something?