2011-09-11, 12:35 AM
Very cool model! That's good to know about using an existing material for the vertex colors.
As far as spells inflicting damage- the behavior of a spell 'FX' is defined in SFX.dat (in \DATA\SFX\MODEL) and not all of them inflict damage- they're just eye candy. So you need to include an FX in your attack that inflicts damage. Best way is to load an existing enemy that uses the damaging FX you want, then copy it to your new enemy.
You can edit FX behavior, or build an entirely new custom FX (like a seeking arrow spell) by hex-editing sfx.dat. If there's enough interest, I might try to add a feature for editing/listing FX to the PRF editor.
As far as 4 flame CPs, I'm not sure if that's a limitation of SoM or a bug in cpgen. My guess would be it's a problem in cpgen- it seems to list CP triangles in the order of their creation and SoM requires them to be listed in numerical order of their green color. I know cpgen breaks flame CPs and some spells on SoM's existing models too.
I've also run into the same 'missing parts' problem you had with the skeleton hand, at a much lower polygon count (about 1000 less than your skeleton). Yet I'm able to convert a single object with more polygons than your skeleton (about +1000) with no missing part problems. So it may be a bug in x2mdl also.
As far as spells inflicting damage- the behavior of a spell 'FX' is defined in SFX.dat (in \DATA\SFX\MODEL) and not all of them inflict damage- they're just eye candy. So you need to include an FX in your attack that inflicts damage. Best way is to load an existing enemy that uses the damaging FX you want, then copy it to your new enemy.
You can edit FX behavior, or build an entirely new custom FX (like a seeking arrow spell) by hex-editing sfx.dat. If there's enough interest, I might try to add a feature for editing/listing FX to the PRF editor.
As far as 4 flame CPs, I'm not sure if that's a limitation of SoM or a bug in cpgen. My guess would be it's a problem in cpgen- it seems to list CP triangles in the order of their creation and SoM requires them to be listed in numerical order of their green color. I know cpgen breaks flame CPs and some spells on SoM's existing models too.
I've also run into the same 'missing parts' problem you had with the skeleton hand, at a much lower polygon count (about 1000 less than your skeleton). Yet I'm able to convert a single object with more polygons than your skeleton (about +1000) with no missing part problems. So it may be a bug in x2mdl also.