Author
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Topic: Wraiths > Hidden
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Krazoth WarLord
  
Posts: 161 From: Registered: Jun 2001 |
posted 18 February 2002 09:16
Recently I tried to replace wraiths with the hidden posted on the keep cause i wanted their see throughish effect. I can get the animation to work, but I get a component error at random times during testing, as in, i run though my test lv (Blood Moor) and kill bunches of them, then out of no where i get the error, even when there are none areound. I tried replacing the COFs but still doesnt work, was just wondering if anyone had suggestions on what could be done.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 18 February 2002 09:19
Is the error something like eComponents>NUM_COMPONENTS?

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Krazoth WarLord
  
Posts: 161 From: Registered: Jun 2001 |
posted 18 February 2002 09:21
that exactly the one, yes, cept that is says ecomponents<numcomponents.------------------ "I have destroyed planes, I can unmake you!" -Transcendant One [This message has been edited by Krazoth (edited 18 February 2002).]

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Krazoth WarLord
  
Posts: 161 From: Registered: Jun 2001 |
posted 18 February 2002 17:53
Little update, tried to put off doing the hidden by putting one of my converted monsters, the Evil Brute from planescape, over the Goatmen. Lo and behold, no matter what COF i use (and ive tested many) they still look like they're holding weapons and jsut like my hidden over the wraiths, im getting a ecomponents<num_components error at random times. Any ideas yet?------------------ "I have destroyed planes, I can unmake you!" -Transcendant One

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 18 February 2002 18:12
Did you edit AnimData.D2?

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Krazoth WarLord
  
Posts: 161 From: Registered: Jun 2001 |
posted 18 February 2002 19:27
Yes, I always do that before I test out monsters.------------------ "I have destroyed planes, I can unmake you!" -Transcendant One

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 18 February 2002 20:00
COFs and DCCs store info on frames per direction and number of directions for an animation. AnimData.D2 also stores frames/direction. Do all your numbers agree? And if you are editing COFs, are you changing the number of bytes in the group before the layer table to match the number of frames/direction at the beginning of the COF?Some info on COFs: http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum38/HTML/000232.html Some info on AnimData.D2: http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum33/HTML/000257.html

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Krazoth WarLord
  
Posts: 161 From: Registered: Jun 2001 |
posted 18 February 2002 20:08
Thanks, I'm familiar with editing Animdata, but have yet to touch COFs other than for overwriting, I'll read up on this now. ------------------ "I have destroyed planes, I can unmake you!" -Transcendant One

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Krazoth WarLord
  
Posts: 161 From: Registered: Jun 2001 |
posted 19 February 2002 09:03
Another update, been messing around with editing COFs to no avail, but i narrowed down where i am getting the error. Its not random and it seems the ecomponents<num_components error only occurs when my monsters (both the hidden and brute type) are walking in the lower right direction. Another thing is that no matter what i change the COF layers too, my brutes still have the weapons and special blood drop. This is getting very annoying, lol.------------------ "I have destroyed planes, I can unmake you!" -Transcendant One

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