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Thread: Mesh files: repeated sequences

  1. #1

    Question Mesh files: repeated sequences

    Greetings, masters of customization.
    I have a question.
    I found that there are resources in the folder files with similar names, differing by letter, broken by repeated sequences.
    like:
    dragona_u_m0_head02n.gr2
    dragona_u_m1_head02n.gr2
    dragona_u_m2_head02n.gr2

    for what each file type used? (guess m0 for the player's character. for what another?)
    Thank you.

  2. #2
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    Default Re: Mesh files: repeated sequences

    Those files are different quality versions. Know how when you are far away from a dragon the head shape is very very blocky but yet when you get close it's clear? Or how blocky the characters get the lower the quality is put? Those are the models that determine that blockiness, saved as separate files. Or at least, that is what I've seen. Use Granny Viewer if you like to get a visual.

  3. #3

    Default Re: Mesh files: repeated sequences

    thanx Racktor. I'll try install viewer

  4. #4

    Default Re: Mesh files: repeated sequences

    There are also "influence" models. In the dragon (and similar in all of the race files) you may see:

    dragona_u_m0_body01f.gr2
    dragona_u_m0_body01m.gr2
    dragona_u_m0_body01n.gr2

    dragona_u_m0_body01n.gr2 is the "nominal" dragon model. That is the visible model that you see in the game.
    dragona_u_m0_body01f.gr2 is the model that controls how fat a dragon is.
    dragona_u_m0_body01m.gr2 is the model that controls how muscular a dragon is.

    The "f" and "m" models are duplicates of the nominal model but have been shaped to make them look very fat or very muscular. When you create your dragon, there are a couple of sliders to control fat and muscle. Those sliders change how much influence the "f" and "m" models have on the nominal model. They cause the vertexes of the nominal to move or morph more towards the matching vertexes of the influence models. So the final shape is a blend of all three models.

  5. #5

    Default Re: Mesh files: repeated sequences

    thanx, Solitaire! very cognitively!

    Folks, I've try replace head-mesh files, and it works good on character, and on some npc
    but on some it goe wierd
    It looks ok on adault, but on ancient head position broken.
    my char

    npc


    what I've do wrong? Or I do wright, but need to change something?
    Last edited by Krinharth; July 5th, 2014 at 02:36 PM.

  6. #6

    Default Re: Mesh files: repeated sequences

    Make sure you are using the correct head model for the life phase the dragon is in. That second picture kind of looks like you have an adult head on an ancient body. The meshes are exported from Maya in relation to the skeleton that they are attached to. Although a skeleton for a different life phase will control the mesh, it won't position it correctly. Nor will the vertexes line up cause of the different sizes of the models.

    dragona = ancient
    dragonm = adult (m = mature)
    dragonj = hatchling (j = juvenile)

    If you want to change head styles, they are numbered as "head##n"

  7. #7

    Default Re: Mesh files: repeated sequences

    Yes, looks like this, but all that I've done - take file dragona_u_m0_head03n.gr2 copy to resource override, and rename to dragona_u_m0_head01n.gr2
    Thus I can ton understand, what happened with npc's head

  8. #8

    Default Re: Mesh files: repeated sequences

    seems some npc hase unusual characteristics. copying file in resource overright without changes, led to the same problem with dispositioned head.
    no idea, how such can be excluded?

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