Re: Error loading template
Code:
#include "Common_Cabal.bt"
you have this Common_cabal.b template?
Re: Error loading template
Quote:
Originally Posted by
RikiGaru
you have this Common_cabal.b template?
Spoiler :
Code:
//--------------------------------------##
// Description: General structures and enums
//--------------------------------------##
// Author: Yamachi
// Team: The Divinity Project
// Website: http://board.thedivinityproject.com
//--------------------------------------##
//-Enumerations-------------------------
typedef enum <ubyte> {
_FALSE = 0,
_TRUE = 1,
} Bool;
typedef enum <int> {
__FALSE = 0,
__TRUE = 1,
___TRUE = -1,
} BoolI;
typedef enum <uint32> {
USE_ALPHA = 0x00000002,
BLEND_ADDITIVE = 0x00000004,
CENTER_ORIGIN = 0x00000020,
CENTER_ORIGIN_USE_ALPHA = 0x00000022,
CENTER_ORIGIN_BLEND_ADDITIVE = 0x00000024,
ANCHOR = 0x00000034,
} Flag; // Model Flags.
//-Structures---------------------------
typedef struct { float row[4]; } Vector4 <read=Vector4Read>;
typedef struct { Vector4 col[4]; } Matrix; // Multi-dimensional array.
typedef struct {
ubyte b, g, r, a;
} Colour <read=ColourRead, write=ColourWrite>;
typedef struct {
float min, max;
} Range <read=RangeRead, write=RangeWrite>;
typedef struct {
float x, y;
} Vector2 <read=Vector2Read, write=Vector2Write>;
typedef struct {
float x, y, z;
} Vector3 <read=Vector3Read, write=Vector3Write>;
typedef struct {
float x, y, z, w;
} Quaternion <read=QuaternionRead, write=QuaternionWrite>;
typedef struct {
Vector3 position;
Vector3 normal;
Vector2 uv;
} Vertex;
typedef struct {
ushort vert1, vert2, vert3;
} Face <read=FaceRead, write=FaceWrite>;
typedef struct {
ushort length;
if (length != 0) // remove stupid (array not generated) messages
char text[length];
} Text <read=TextRead, write=TextWrite>;
typedef struct {
Text id;
uint size;
ubyte data[size];
} Texture;
typedef struct {
float keyframe_second;
Vector3 position;
} Translation <read=TranslationRead, write=TranslationWrite>;
typedef struct {
float keyframe_second;
Quaternion position;
} Rotation <read=RotationRead, write=RotationWrite>;
//-Functions----------------------------
void ParseColour(Colour &c) {
FSeek(FTell() - 4);
local int bc = (c.b * 0x10000) + (c.g * 0x100) + c.r;
//local int fc = ((0xFF - c.r) * 0x10000) + ((0xFF - c.g) * 0x100) + (0xFF - c.b);
SetBackColor(bc);
//SetForeColor(fc);
}
//-English------------------------------
string ColourRead(Colour &c) {
string s;
SPrintf(s, "(%i %i %i %i)", c.r, c.g, c.b, c.a);
return s;
}
void ColourWrite(Colour &c, string s) {
SScanf(s, "(%i %i %i %i)", c.r, c.g, c.b, c.a);
}
string RangeRead(Range &r) {
string s;
SPrintf(s, "(%f - %f)", r.min, r.max);
return s;
}
void RangeWrite(Range &r, string s) {
SScanf(s, "(%f - %f)", r.min, r.max);
}
string Vector2Read(Vector2 &v) {
string s;
SPrintf(s, "(%f %f)", v.x, v.y);
return s;
}
void Vector2Write(Vector2 &v, string s) {
SScanf(s, "(%f %f)", v.x, v.y);
}
string Vector3Read(Vector3 &v) {
string s;
SPrintf(s, "(%f %f %f)", v.x, v.y, v.z);
return s;
}
void Vector3Write(Vector3 &v, string s) {
SScanf(s, "(%f %f %f)", v.x, v.y, v.z);
}
string Vector4Read(Vector4 &v) {
string s;
SPrintf(s, "(%f %f %f %f)", v.row[0], v.row[1], v.row[2], v.row[3]);
return s;
}
string QuaternionRead(Quaternion &q) {
string s;
SPrintf(s, "(%f %f %f %f)", q.x, q.y, q.z, q.w);
return s;
}
void QuaternionWrite(Quaternion &q, string s) {
SScanf(s, "(%f %f %f %f)", q.x, q.y, q.z, q.w);
}
string FaceRead(Face &f) {
string s;
SPrintf(s, "(%i %i %i)", f.vert1, f.vert2, f.vert3);
return s;
}
void FaceWrite(Face &f, string s) {
SScanf(s, "(%i %i %i)", f.vert1, f.vert2, f.vert3);
}
string TextRead(Text &t) {
if (exists(t.text))
return t.text;
else return "";
}
void TextWrite(Text &t, string s) {
t.length = Strlen(s);
t.text = s;
}
string TranslationRead(Translation &t) {
string s;
SPrintf(s, "(%f %f %f)", t.position.x, t.position.y, t.position.z);
return s;
}
void TranslationWrite(Translation &t, string s) {
SScanf(s, "(%f %f %f)", t.position.x, t.position.y, t.position.z);
}
string RotationRead(Rotation &r) {
string s;
SPrintf(s, "(%f %f %f %f)", r.position.x, r.position.y, r.position.z, r.position.w);
return s;
}
void RotationWrite(Rotation &r, string s) {
SScanf(s, "(%f %f %f %f)", r.position.x, r.position.y, r.position.z, r.position.w);
Re: Error loading template
This file Common_Cabal.bt must be in folder where you have your template.
Re: Error loading template
Quote:
Originally Posted by
Dens666
This file Common_Cabal.bt must be in folder where you have your template.
Error line 275(23): Syntax error.
Code:
//-English------------------------------
string CommentType(Type &t) {
string s;
TypeN tn = t;
SPrintf( s, "%s - %s (%i)", EnumToString(tn), EnumToString(t), t);
return s;
}
Re: Error loading template
For our current client item.enc you have to use EP6 Item.enc Template.
Re: Error loading template
Re: Error loading template
Quote:
Originally Posted by
luis R
use EP6
it's that what i already said -.-
Re: Error loading template
Quote:
Originally Posted by
Dens666
For our current client item.enc you have to use EP6 Item.enc Template.
Sorry it takes to answer whether it works or not, but runs on the 6th episode of the template. Thanks *-*
Re: Error loading template
I have a huge problem here. The fact that I follow and be able to add the visual in various items and they appear in the game.
The problem is as follows:
The look of the item appears in the game but not to equip the character. This type of orb on 4 items, crystal, sword and katana, then these three materials: Orichalcon, Orichalcon Real and Dimensional.
The item is there, but it does not equip him in to the character, you can move it to the ground, sell and even drag in the correct tab where it should be, I click it to equip but not team back where it was.
Re: Error loading template
Those items don't have models.
Re: Error loading template
Quote:
Originally Posted by
PunkS7yle
Those items don't have models.
When you say that there is no model, it would be that such equipment and weapons you can not be fitted!?
Or you say the question of material for crafting?
Re: Error loading template