New species for SWGEmu Core3 beta 0.5

Pake

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Very nice. Will this one be female only or is there a male version available as well?
 

Pake

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Just a note. I was looking at the files in the latest commit and if I'm reading it right I think you may have to change .../MMOCoreORB/bin/scripts/object/tangible/crafting/station/jedi_tool_crit_assembly_5.lua to get the crafting tool to work properly. Not 100% on this but thought worth mentioning.
 

Pake

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As I said though I could be wrong. I just saw this part and thought it may be worth mentioning.

templateType = CRAFTINGTOOL,
+
+ playerRaces = { "object/creature/player/bothan_male.iff",
+ "object/creature/player/bothan_female.iff",
+ "object/creature/player/human_male.iff",
+ "object/creature/player/human_female.iff",
+ "object/creature/player/ithorian_male.iff",
+ "object/creature/player/ithorian_female.iff",
+ "object/creature/player/moncal_male.iff",
+ "object/creature/player/moncal_female.iff",
+ "object/creature/player/rodian_male.iff",
+ "object/creature/player/rodian_female.iff",
+ "object/creature/player/sullustan_male.iff",
+ "object/creature/player/sullustan_female.iff",
+ "object/creature/player/trandoshan_male.iff",
+ "object/creature/player/trandoshan_female.iff",
+ "object/creature/player/twilek_male.iff",
+ "object/creature/player/twilek_female.iff",
+ "object/creature/player/wookiee_male.iff",
+ "object/creature/player/wookiee_female.iff",
+ "object/creature/player/zabrak_male.iff",
+ "object/creature/player/zabrak_female.iff" },
+
+ customizationOptions = {},
+ customizationDefaults = {},
 

Halyn

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Yeah, I saw it, too. I don't see why they'd even throw the race restriction on when creating the file.
 

Himalayas

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Halyn said:
No. Clipping is kinda a fact of life with something like this - just like it is in vanilla SWG. (See also: long hair females/Twi'leks clipping with clothing)
In order to solve clipping for the funky species, could we splice together the meshes between the headwear/helmets and the species features? For example, for Weequay attach their hair tentacle things to the outside of certain helmets and such?

It might ruin the morph function of the original mesh, however the species in question can't really morph anyways.

Just an idea.
 

Halyn

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Well, if you want to deal with the clipping, you've got a small number of possibilities.

To the best of my knowledge, no one's been able to add actual species client-side. What do I mean by "actual species"?

Part of a new species is the species number, which is used for identifying the species in certain ways. One of those ways is your character sheet - you'll notice most of the new species you play as are identified as "Human", and that's because their species number is set to 0, which is the "human" species number. This was a solution for an important number of problems, including the inability to image design characters beyond initial character creation. There's also some important info attached to that species number, like adding underwear and, near as I can tell, telling the client which appearance to use for clothing items. If a non-vanilla player species is picked, it defaults to human clothes but causes problems with ID. (Believe me, I played with a /lot/ of stuff on this.)

This species numbers are a bit of a phantom - I've been unable to find where they're enumerated in the client files (I actually mapped out what all of them are, but I can't find the list at the moment), which leads me to believe they're likely hard-coded in the client. The devs weren't particularly careful about species numbers, either; if you run around Mos Eisley Cantina using the %RT identifier in chat to pull species from targets, you'll find many of them come up Human (though not all) even if they clearly aren't.

So, with limitations in mind, here are the options we really have:

1.) Allow the clipping to happen. That's pretty much the approach I'm taking on Empire in Flames; some of the effects are pretty damn cool, while some are terrible.

2.) Disable wearables for species that are known to clip. Time-intensive to do because you need to test each combination, but mostly possible. Some of the races that aren't hooked up yet (c'mon, Timbab, where's my ACM editor? :p) won't be able to wear /any/ headgear at all if that's the approach, including helmets.

3.) Edit the species meshes. There's a couple of ways to approach this, but basically it'd amount to resizing heads and/or flagging parts of heads so that they disappear to the degree it's possible. For example, if a Nautolan's head-tail things (I'm drawing a blank on the proper name) are flagged as hair, they would disappear under a hat/helmet. A few unreleased species (Timbab, where's my ACM editor? :p) would need to have their entire head flagged, which would then vanish entirely with hilarious effect, but there'd be no clipping. Theoretically possible with the current Blender import/export tools from what I've been told, but difficult at best.

4.) Edit the clothing meshes to create entirely new wearables that are limited to /only/ particular species. Basically, it'd be Wookiee clothing writ much larger and more complicated. Again hypothetically possibly with Blender, but damn would that take work. In the end, it'd complicate the player experience - for example, when buying a composite armor helmet, you'd need to buy individually a "Togruta composite helmet" or "Cerean composite helmet" or "Gungan composite helmet" or "Nautolan composite helmet" or "Weequay composite helmet". You basically have created a lot of issues for crafters since they'd now need to craft some stuff specifically for certain species, since we can't just use the appearance datatable to point to the correct mesh. (Stupid species number.)

I'm lazy, so I'm sticking with "let it clip and the players will sort it out."

If any part of my explanation didn't make sense, let me know.
 

Pake

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Say, would it be possible to put in the Rattataki? Like Kaliyo from TOR? My son was asking about them. I told him that right now things need to first be in the tre files, though he pointed out they are basically pail/white humans with no hair and Zabark tattoos.

Thoughts?
 

Halyn

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You could do them as a variation of Zabrak, sure. The problem is that, until we have an ACM editor (cough, cough, Timbab!) you can't hook up any customizations.

The ACM is keyed off the actual file name - hum_m.sat, for example. So let's say you start with a baseline Zabrak, zab_f.sat, and make a copy of the file to rattataki_f.sat so you could setup separate palettes/shaders/etc. Until we can edit the ACM, SWG won't know what customizations are available for rattataki_f.sat.

(Incidentally, if your son wants to play a female Rattataki, you might as well use the Nightsisters. In EU Asajj Ventress was a Rattataki, and was then retconned into being a NS witch. The witches even have facial tattoos.)
 

Himalayas

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Halyn said:
4.) for example, when buying a composite armor helmet, you'd need to buy individually a "Togruta composite helmet" or "Cerean composite helmet" or "Gungan composite helmet" or "Nautolan composite helmet" or "Weequay composite helmeterience - ".
Could this be done by replicating the existing species mesh differences. For example the armor_chitin_s01_helmet_mon_f or armor_chitin_s01_helmet_mon_m is specific to the Mon Calamari species but doesn't require unique armor to be crafted.

Or do these mgn's assume morphs?
 

Halyn

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Himalayas said:
Halyn said:
4.) for example, when buying a composite armor helmet, you'd need to buy individually a "Togruta composite helmet" or "Cerean composite helmet" or "Gungan composite helmet" or "Nautolan composite helmet" or "Weequay composite helmeterience - ".
Could this be done by replicating the existing species mesh differences. For example the armor_chitin_s01_helmet_mon_f or armor_chitin_s01_helmet_mon_m is specific to the Mon Calamari species but doesn't require unique armor to be crafted.

Or do these mgn's assume morphs?
The client is coded to recognize that there's a difference between "Human" and "Mon Calamari" via species number, and can provide different models for the same item via an appearance datatable. Because we don't have a way to add new species numbers (as i said before, they appear to be hard coded), the client can't recognize the difference between "Human" and "Nautolan" and "Weequay", etc...as far as it's concerned for displaying wearables, all of them are "Human." Hence, the only way to make non-clipping versions would be to create a species-specific craftable.
 

Halyn

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If someone can figure out a solution, I'm all ears. Phoenix told me some time back after I released this species pack that he'd run into the same issue.
 

Zelarwen

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Species Names for Aqualish, Bith, Devaronian, Gotal, Gran, Hutt, Ishi Tib, Nikto, Quarren, Talz, Weequay are working. Theirs speciesId are in this file :

SERVER:

MMOCoreORB/bin/scripts/managers/creature_manager.lua




It's impossible to add a new specie atm, if it is not already hardly-coded in this file manager. As Chiss, Nautolan, Nightsister, Singing Mountain Clan and Togruta aren't there in creature_manager.lua, there is no speciesId for them, so no name specie in game.
I added them in this file, but no success, because in game : blank (no name) in species.

MMOCoreORB/src/server/login/objects/Species.h (?)

https://cdn.discordapp.com/attachments/191104013423476736/239431188295581701/src_server_login_objects_species_h.jpg

MMOCoreORB/src/server/zone/objects/player/Races.h



MMOCoreORB/src/server/zone/objects/creature/CreatureObject.idl



=> Compile Server

CLIENT :

Decimal => Hexadecimal (code species)
Exemple : 10 (Decimal) => A (hexadecimal).

object/creature/player/shared_aqualish_female.iff (same specie code for shared_aqualish_male.iff)



object/creature/player/shared_bith_female.iff (same specie code for shared_bith_male.iff)



object/creature/player/shared_devaronian_male.iff



object/creature/player/shared_gotal_male.iff



object/creature/player/shared_gran_male.iff



object/creature/player/shared_hutt_female.iff (same specie code for shared_hutt_male.iff)



object/creature/player/shared_ishi_tib_male.iff



object/creature/player/shared_nikto_male.iff




object/creature/player/shared_quarren_male.iff



object/creature/player/shared_talz_male.iff



object/creature/player/shared_weequay_male.iff



string/en/species.stf



In Game :

Aqualish
https://cdn.discordapp.com/attachments/191104013423476736/239436715821891586/aqualish.jpg

Bith
https://cdn.discordapp.com/attachments/191104013423476736/239436736474775553/bith.jpg

Devaronian
https://cdn.discordapp.com/attachments/191104013423476736/239436749556809731/devaronian.jpg

Gotal
https://cdn.discordapp.com/attachments/191104013423476736/239436762491912202/gotal.jpg

Gran
https://cdn.discordapp.com/attachments/191104013423476736/239436792883838976/gran.jpg

Hutt
https://cdn.discordapp.com/attachments/191104013423476736/239436803512205313/hutt.jpg

Ishi Tib
https://cdn.discordapp.com/attachments/191104013423476736/239436815780544513/ishi_tib_male.jpg

Nikto
https://cdn.discordapp.com/attachments/191104013423476736/239436827218542602/nikto.jpg

Quarren
https://cdn.discordapp.com/attachments/191104013423476736/239442643422019584/quarren.jpg

Talz
https://cdn.discordapp.com/attachments/191104013423476736/239436856947638273/talz.jpg

Weequay
https://cdn.discordapp.com/attachments/191104013423476736/239436866217050113/weequay.jpg
 

Halyn

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Check if you can image design the characters after changing their species ID number. (Not character creation changes - image design in-game.)
 

Halyn

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Interesting. Wondering if was the CreatureObject.idl changes that made it work. Previously, image designing would either fail or cause a server segfault. Good find.
 
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