All templates are actual armors. They share the same models. Also all crafted armor can be used as templates.
Yep, you're quite right. I spent last night re-learning hex editing. (Last time I did it was adding weapons to my mechs in The Crescent Hawk's Inception that were never used in-game.)
Anyway, to not bother with the length business, I swapped HighElf_F_L02_Body_Skel, _Hand_Skel, and _Leg_Skel with L13, and did the same with L03 <--> L18. Also did the swap at the top of the file.
Went to the template dealer with a deleteable-character-just-incase-I-corrupted-something, previewed the beginning templates, and the L13 and L18 armor appeared! I bought each template, put it on (you can wear any template at any level - I had a level 3 character that had bought the lowbie armor at Noob island which had the modifyable stat (I forget what the stat is called in-game), and was able to apply the templates), and both armors worked!
Kinda.
(Also: I went to the dye merchant, and successfully dyed both armors also. So they are still dyable).
The L13 armor, when doing the basic combo attack animation, "stuttered" a little bit at the end of each combo. Since it was a slayer, I didn't have the mana to try the other powers. I used the racial once, but I wasted it. Running around and doing random emotes (including idle animations) seemed to be OK.
The L18 armor was the same as the L13, but a little worse. The L18 armor has a half-skirt in the back, covering one leg. It doesn't animate AT ALL. Not when running, not when doing the basic combo attack, nothing.
I went looking around the files, and noticed:
HighElf_F_ANI
HighElf_F_Att00_ANI
HighElf_F_Att13_ANI ... HighElf_F_Att21_ANI
HighElf_F_AttA_ANI ... HighElf_F_AttC_ANI
Since the L18 armor was the worst with that half-skirt problem, I concentrated on that one. Messing about with the F_Att18 and F_ANI files, trying all sorts of things, didn't work.
Trying to make more swaps within Highelf_F_L didn't work.
I even tried copying the F_Att18 file, and renaming it to F_Att03 (and renamed all the Att18's within to Att03), and of course that didn't work either, but I wanted to try anyways. :)
I kept re-reading this thread, but still got nowhere.
There is a bit where infinity496 says
"Because R10 also uses the C skeleton, it became broken when I switched skeletons on it."
When you click on the "broken" link,
http://i.minus.com/ijRFzm1R1MHM4.jpg
it shows the broken portion of the armor not displayed at all. I tried doing that also, but didn't get anywhere. Is there any hints on how to break (in this case, outright remove) that section of armor? It would be great (better, even) if that unanimated half-skirt in L18 didn't show up at all, then there would be no need to try to get it to animate!
---------- Post added at 04:20 PM ---------- Previous post was at 01:05 PM ----------
I was working on that today as well. Unfortunately, all I've managed so far is to get the animated parts of the armor anchored to right places (i.e. pair it with the correct bone skeleton). They move, but only as if the additional armor parts were completely stiff. This was for both cases where both armors had their own _Bone_Skel as well as where one did not.
The armors that don't have their own _Bone_Skel use a generic one (e.g. Highelf_F_R*_Bone_Skel, where * = A, B or C, for high elf female robes).
I haven't found a way yet to get the swapped mesh to animate appropriately with the correct bone skeleton.
Edit:
It looks like the attachment animations come from the <race>_<gender>_Att<skeleton code>_ANI GPK files. These contain animations for that number for ALL armor classes, so switch one for another would alter every other armor class that uses the same bone skeleton id.
Edit2:
Got it working! :D
View attachment 571View attachment 572
The same principles apply as with the other swapping, but it's really messy because so many things are coming from the same place (and the swapping involves 2 different animation files).
@Kazume
I'm not sure that it really makes a difference. At least when viewing the mesh within umodel, it pulled the same specular map, no matter what I called it. Also, your second picture is of the castanic robe underwear. Its leg seam is much higher (as almost all the robe legs are stockings).
In the OP, you had stated your first swap was Robe 11 and 16, and what is pictured here is 16, so it looks like in this post you swapped a Robe 11 (that does not have an HighElf_F_Att11_ANI file) with a Robe 16 (that does have a HighElf_F_Att16_ANI file), AND you got the animations working. I'm trying to replicate what you did so I can go back to my original L03 <--> L18 swap, but I'm dead-ending again. I don't know what file to swap since Robe 11 doesn't have an animation file. Did you swap HighElf_F_Att00_ANI with HighElf_F_Att16_ANI? I'm still plugging away while I should be playing, but I want to see if I can get this working... LOL...
Edit2: You swapped HighElf_F_AttC_ANI.gpk with HighElf_F_Att16_ANI.gpk?
Edit3: Going on the guess that you swapped Att16_ANI with AttC (a generic, since Robe 11 doesn't specify a specific file), how did you determine which generic file goes with Robe 11? I looked in AttA, B, C, and even HighElf_F_ANI.gpk: AttA only had references to Robe 4, AttB had references to robe 8, and AttC had references to Robe 12. No Robe 11. (Or Robe 10, for that matter: you had mentioned swapping C for 16 broke Robe 10, because Robe 10 used C...)
I think I'm getting closer, but I'm obviously still missing something...
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