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 Meshes Defaulting when Editing

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Hyper
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Server : Azoptaos
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PostSubject: Meshes Defaulting when Editing   Wed Jul 29, 2015 3:36 am

I don't know if anyone else has ever noticed this, but it drove me nuts.

Basically, you make a char fine, but then you want to go back and edit, or maybe check what meshes it has, yes? Well, let's test with a preset. I wanna know what meshes Chaos has, so I go to edit her:

Spoiler:
 

oh, that's right. All the meshes reset. Except tufts.

Well let's go take a look at the function that controls that why don't we?

find your updateCharData function in CharScreenManager

We're looking at the first chunk. If you have a body selector implemented, it should look like this:

Code:
   const vector<String>::type tMesh = StringUtil::split(mUnit->getMeshString(), ";", 6);
   if (tMesh.size() == 6)
   {
      for (int i = 0; i<mDef->maxBodies; i++)
         if (mDef->bodyMesh[i] == tMesh[1])
         {
            bodyID = i;
            break;
         }
      for (int i = 0; i<mDef->maxHeads; i++)
         if (mDef->headMesh[i] == tMesh[2])
         {
            headID = i;
            break;
         }
      for (int i = 0; i<mDef->maxManes; i++)
         if (mDef->maneMesh[i] == tMesh[3])
         {
            maneID = i;
            break;
         }
      for (int i = 0; i<mDef->maxTails; i++)
         if (mDef->tailMesh[i] == tMesh[4])
         {
            tailID = i;
            break;
         }
      for (int i = 0; i<mDef->maxWings; i++)
         if (mDef->wingMesh[i] == tMesh[5])
         {
            wingID = i;
            break;
         }
   }

if you don't have the selector, it'll look the same, just without the body chunk and minus a split string

so the game is splitting the string into 6 so it can read the meshes. Cool. Except there are only 5 meshes.

modify that:

Code:
   const vector<String>::type tMesh = StringUtil::split(mUnit->getMeshString(), ";", 5);
   if (tMesh.size() == 5)
   {
      for (int i = 0; i<mDef->maxBodies; i++)
         if (mDef->bodyMesh[i] == tMesh[0])
         {
            bodyID = i;
            break;
         }
      for (int i = 0; i<mDef->maxHeads; i++)
         if (mDef->headMesh[i] == tMesh[1])
         {
            headID = i;
            break;
         }
      for (int i = 0; i<mDef->maxManes; i++)
         if (mDef->maneMesh[i] == tMesh[2])
         {
            maneID = i;
            break;
         }
      for (int i = 0; i<mDef->maxTails; i++)
         if (mDef->tailMesh[i] == tMesh[3])
         {
            tailID = i;
            break;
         }
      for (int i = 0; i<mDef->maxWings; i++)
         if (mDef->wingMesh[i] == tMesh[4])
         {
            wingID = i;
            break;
         }
   }

let's go look

Spoiler:
 

congrats you just made everyone's life easier by changing a few numbers

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ShadoWolfozo

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Game username : ShadoWolfozo
Server : GROWL: Spirits
Male Posts : 875
Join date : 2012-01-22
Age : 21
Location : Australia

PostSubject: Re: Meshes Defaulting when Editing   Wed Jul 29, 2015 7:48 am

This.. has never happened to me?

Does this happen for people with the 6.0 compile?
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Icea

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Game username : Icea
Server : Blazing Wolves (Co-Owner), Tales of Luzaris (Moderator) Canis Lupus (Mapmaker)
Female Posts : 195
Join date : 2015-02-09
Age : 15
Location : Canada

PostSubject: Re: Meshes Defaulting when Editing   Wed Jul 29, 2015 8:23 am

No, i have 6.0 and everything doesn't go to defaults for me.

On my server, when i click 'edit' all my character's meshes are the same (e.g if my character had tail6 and head2, when i click 'edit' they would still be tail6 and head2 instead of head1 and tail1)

On blazing wolves (my friend's server), it is basically the same as my server :B
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Hyper
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Game username : Hyper
Server : Azoptaos
Male Posts : 483
Join date : 2014-02-09
Age : 19

PostSubject: Re: Meshes Defaulting when Editing   Wed Jul 29, 2015 8:25 am

I checked a 5.5 I have and it's bugged, I don't have a 6.0 and have no desire to download one so I'm not sure about that

I've also seen it on a handful of servers so I guess it just depends on your version? Unless I'm losing it and I just broke something then fixed it? I'll leave it here in case it's helpful to anyone else anyways lol

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