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Full boots or half boots?

Hi All,

I've noticed that some armors will allow you to see your full boot when wearing them, whereas other armors will reduce your boots to *shoes*.

This also happens with gloves as well.

Is there a template command or some way to modify armor to force full boot and/or full gloves to be seen when worn?

Longshen wrote:

Hi All,

I've noticed that some armors will allow you to see your full boot when wearing them, whereas other armors will reduce your boots to *shoes*.

This also happens with gloves as well.

Is there a template command or some way to modify armor to force full boot and/or full gloves to be seen when worn?

In Gmax you have to set which polygons on the suits become gloves and boots. Suits really don't function well at all without setting those fiddly stuff in Gmax first.

Longshen wrote:

Hi All,

I've noticed that some armors will allow you to see your full boot when wearing them, whereas other armors will reduce your boots to *shoes*.

This also happens with gloves as well.

Is there a template command or some way to modify armor to force full boot and/or full gloves to be seen when worn?

The gas file that relates to this is located in world\global and is called "Armor Lookup". I don't do 3D modelling, but based on ChickenGeorge's reply it's not something to mess around with unless you are familiar with modelling, gmax and all that other stuff.

// This file needs to be relocated to the peroper location! --biddle
[armor_subtype_lookup]
{
	// armor body type =  boot sub-type, gauntlet sub-type

	a1 = b, b;
	a2 = b, b;
	a3 = a, a;
	a4 = a, a;
	a5 = a, a;
	a6 = a, a;
	a7 = c, a;
	a8 = a, a;
      a9 = a, a;
}

kathycf wrote:

Longshen wrote:

Hi All,

I've noticed that some armors will allow you to see your full boot when wearing them, whereas other armors will reduce your boots to *shoes*.

This also happens with gloves as well.

Is there a template command or some way to modify armor to force full boot and/or full gloves to be seen when worn?

The gas file that relates to this is located in world\global and is called "Armor Lookup". I don't do 3D modelling, but based on ChickenGeorge's reply it's not something to mess around with unless you are familiar with modelling, gmax and all that other stuff.

// This file needs to be relocated to the peroper location! --biddle [armor_subtype_lookup] { // armor body type = boot sub-type, gauntlet sub-type

a1 = b, b;
a2 = b, b;
a3 = a, a;
a4 = a, a;
a5 = a, a;
a6 = a, a;
a7 = c, a;
a8 = a, a;
a9 = a, a;
}

@Longshen and @kathycf
You both are geniuses! Bravo to both of you.
I just tested an edit to the armor_lookup.gas file and the results were promising indeed.
I just switched armors 1 through 6 to b, b.
When loading the game, at first it did nothing.
But I took off the suit and put it back on,
and the gloves and boots are no longer mittens and shoes.

Well done Longshen and kathycf.
This is very good information to know.
Well, I get excited over this stuff anyways.

Hi ChickenGeorge

That is interesting! I will have to try a few experiments myself. Sometimes the gloves and boots look really goofy.

I didn't realise we could do this - have a forum topic not assigned to any particular forum, I mean.

These are DS1 armour types I know (a7 being the mage robes). a8 and a9 must be LoA additions? Are they the same in DS2 too?

More or less self explanatory. It's on Nexus Mods as "Better Layering"

https://www.nexusmods.com/dungeonsiege1/mods/67

Eksevis wrote:

More or less self explanatory. It's on Nexus Mods as "Better Layering"

https://www.nexusmods.com/dungeonsiege1/mods/67

I fail to see how an empty zip file is more or less self explanatory Eksevis, an explanation with more detailed instructions is required me thinks.

Better Layering-67-2-1608506595.zip
(Better Layering)
folder 0KB

That.. really f**king pisses me off. I do not know how i can accidentally upload an empty zip. Well, thanks for informing me. I've properly uploaded the patch now.

No probs, you got there in the end. Laughing out loud