Bald Characters

systems1

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Sep 9, 2014
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13
Hello fellas,

I installed the MTG mod for additional species, and I can create all the races. The only thing I didn't do was modify the skills.iff to give racial attributes (hopefully, this isn't where my problem lies). However, all of my characters are bald, regardless of the hair style I choose during creation and ID cannot change their hair styles either. 

The error that shows in the log is: [size=x-small][size=medium][size=small]Core3[4677]>> (668 s) [ImageDesignManager] ERROR - hair object/tangible/hair/human/hair_human_male_s09.iff is not compatible with this creature player object/creature/player/human_male.iff[/size][/size]

[/size]

[size=x-small]I made no change to the .lua's or .tre when I imported them into my server. That being said, is there an easy fix that you guys know of for this?[/size]

[size=x-small]Thanks in advance,[/size]
 

Halyn

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systems1 said:
Hello fellas,

I installed the MTG mod for additional species, and I can create all the races. The only thing I didn't do was modify the skills.iff to give racial attributes (hopefully, this isn't where my problem lies). However, all of my characters are bald, regardless of the hair style I choose during creation and ID cannot change their hair styles either. 

The error that shows in the log is: [size=x-small][size=medium][size=small]Core3[4677]>> (668 s) [ImageDesignManager] ERROR - hair object/tangible/hair/human/hair_human_male_s09.iff is not compatible with this creature player object/creature/player/human_male.iff[/size][/size]

[/size]

I made no change to the .lua's or .tre when I imported them into my server. That being said, is there an easy fix that you guys know of for this?

Thanks in advance,
You need to remove the validity check in the ImageDesignManager.cpp and PlayerCreationManager.cpp files. Basically, SWGEmu as coded only allows a particular hair model to be assigned to a single racial template because of that check; remove the check, and the hair will work as expected.
 

thrax989

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May 3, 2015
Messages
14
I noticed with the species release some are having a hard time stat migrating either get -600 points or bars freeze was that intended on the beta release? or any works around for the attribute levels exceeding when stat migrating.
 

gyrantol

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Jan 16, 2015
Messages
127
Halyn said:
systems1 said:
Hello fellas,

I installed the MTG mod for additional species, and I can create all the races. The only thing I didn't do was modify the skills.iff to give racial attributes (hopefully, this isn't where my problem lies). However, all of my characters are bald, regardless of the hair style I choose during creation and ID cannot change their hair styles either. 

The error that shows in the log is: [size=x-small][size=medium][size=small]Core3[4677]>> (668 s) [ImageDesignManager] ERROR - hair object/tangible/hair/human/hair_human_male_s09.iff is not compatible with this creature player object/creature/player/human_male.iff[/size][/size]

[/size]

I made no change to the .lua's or .tre when I imported them into my server. That being said, is there an easy fix that you guys know of for this?

Thanks in advance,
You need to remove the validity check in the ImageDesignManager.cpp and PlayerCreationManager.cpp files. Basically, SWGEmu as coded only allows a particular hair model to be assigned to a single racial template because of that check; remove the check, and the hair will work as expected.
When you remove the checks make sure it is just the checks that is being removed. I used meld to compare the files. Although be careful SWGEmu have done a lot of changes to the .cpp side over the last few months so the files may differ slightly to the ones Halyn included in his mod. If you change the wrong thing the file can still compile but you could still end up with bald characters. Also point to note the changes will only effect new characters existing characters will continue to be bald. I haven't be able to get them to have hair even after being ID'd
 

systems1

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Joined
Sep 9, 2014
Messages
13
Thanks for the reply guys. I attempted to disable the validation section for hair in the two .cpp files, but it may take me a few tries to find the right ones heh. Hopefully I can get this working soon, and from then on out, I'll probably just add simple things like houses lol. 
What is the "meld" you mentioned?
 

gyrantol

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Jan 16, 2015
Messages
127
on the zonamdev build under applications menu > development... you will see meld. it allows you to compare to files side by side and copy certain changes across
 

systems1

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Sep 9, 2014
Messages
13
Alright Guru Guys, 

I've tried this past week or so to disable the verification commands in the .cpp, but regardless of how or what I disable, I get many Min / Max errors in the ID and playercreation .ccp. Even when I revert the changes back to their original text, the errors remain. I have to copy/paste a fresh .cpp in to get my build working correctly.

I am using a "//" to disable the lines; is that correct? I've seen other lines defaulted like that and assumed it disabled the command. Also, is it only the lines with verify that I need to disable? Or are there other lines associated with that command that doesn't have the word "verify" in them? 

Thanks for helping a noob,
 

Aeryna

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I'm having this same problem. I noticed human race is getting bald when you spawn your first time, even if you chose a hair style or you tried to change it from an Image Designer.
Does anyone know why?.
 

gyrantol

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Jan 16, 2015
Messages
127
If you look in Halyn's new species mod it includes the Image Design Manager and Player creation manager files. there is an area turned off using the following

/* at the start and

*/ at the end.

apply this to the same area of code on your files. The files have changed since Halyn created the mod but the code for the checks is still the same so just run a search for it.
 

Aeryna

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gyrantol said:
If you look in Halyn's new species mod it includes the Image Design Manager and Player creation manager files. there is an area turned off using the following

/* at the start and

*/ at the end.

apply this to the same area of code on your files. The files have changed since Halyn created the mod but the code for the checks is still the same so just run a search for it.


Yes. I did but human race still has no hair. Other races like zabrak has with no problem.
Human is the bugged one.
 

Aeryna

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Aeryna said:
gyrantol said:
If you look in Halyn's new species mod it includes the Image Design Manager and Player creation manager files. there is an area turned off using the following

/* at the start and

*/ at the end.

apply this to the same area of code on your files. The files have changed since Halyn created the mod but the code for the checks is still the same so just run a search for it.
Yes. I did but human race still has no hair. Other races like zabrak has with no problem.
Human is the bugged one.
* Problem was fixed for a time but now appeared again, and i don't know why. I could fix it again using the last form but i cannot "build" server because fails (forever). This last update by our swgemu admins broke the modified ZONE directories for us, at least for me. If i compile the server i 'll get a failed attempt for Debian 9... and a failed compile action.

Anyone know how to compile with no "failed compile" message?. Or maybe pass the compiled archives to the Emu without compiling??.
Should i work server side or client side?
 

gyrantol

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Messages
127
Aeryna said:
Aeryna said:
gyrantol said:
If you look in Halyn's new species mod it includes the Image Design Manager and Player creation manager files. there is an area turned off using the following

/* at the start and

*/ at the end.

apply this to the same area of code on your files. The files have changed since Halyn created the mod but the code for the checks is still the same so just run a search for it.
Yes. I did but human race still has no hair. Other races like zabrak has with no problem.
Human is the bugged one.
* Problem was fixed for a time but now appeared again, and i don't know why. I could fix it again using the last form but i cannot "build" server because fails (forever). This last update by our swgemu admins broke the modified ZONE directories for us, at least for me. If i compile the server i 'll get a failed attempt for Debian 9... and a failed compile action.

Anyone know how to compile with no "failed compile" message?. Or maybe pass the compiled archives to the Emu without compiling??.
Should i work server side or client side?
Code:
if (hairAssetData->getServerPlayerTemplate()
			!= creature->getObjectTemplate()->getFullTemplateString()) {
		error(
				"hair " + hairTemplate
						+ " is not compatible with this creature player "
						+ creature->getObjectTemplate()->getFullTemplateString());
		return;
 double check that the above code is blocked out by the /* and */ before and after it like so


Code:
/* if (hairAssetData->getServerPlayerTemplate()
			!= creature->getObjectTemplate()->getFullTemplateString()) {
		error(
				"hair " + hairTemplate
						+ " is not compatible with this creature player "
						+ creature->getObjectTemplate()->getFullTemplateString());
		return;
*/
on the following two files


on the following two files

/src/server/zone/managers/skill/imagedesign/ImageDesignManager.cpp
/src/server/zone/managers/player/creation/PlayerCreationManager.cpp
 

Aeryna

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Yes, that's the point. But as i said i cannot build the server. It throws me "fail" messages.

But well, i might try to build manually under a terminal.
 

Aeryna

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Aeryna said:
Yes, that's the point. But as i said i cannot build the server. It throws me "fail" messages.

But well, i might try to build manually under a terminal.
Right!. This issue is solved.
Tip for someone else who could have the same problem like i got:

Just compile your server manually, don't use GUI.
Open a terminakl and type:


Code:
cd /home/vagrant/workspace/MMOCoreORB

make build
Your bald characters will be fixed, ... or not. (expecting new issues).


Thank you Gyrantol. It was my bad using the GUI instead of code.
 
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