Inside out Player Models

Volt Cruelerz

Legions Developer
I'm working on adding some new classes/weapons to the game and for whatever reason, the base player models are inside out. The additional things like jets, the gun, and the core are all in the right spot, but the player model is white and inside out. It's really weird...

Right now, I'm just trying to use the stock models and skins. This may change in the future, but what would cause this? All I modified is the loadouts file in addition to the new weapons and armor class files I made.

Here is what happens when I am supposed to have a sentinel...

Screenshot_8.png


:( I have no idea what is causing this.. This occurs on all new loadouts and no old ones. Also, the inside out models still move. When you walk or whatever, they do move. You can still "play," but it is really really funky to do...
 

RockeyRex

Legions Developer
server/game/player.cs

Technically just copy the sentinel head and skins from the beginning of the file and change the "SentinelPlayer" values to whatever your new class is.
 

Defender

Member
I think the way your doing this now, the mod will be clientside...
For my new heavy class, all I did was this.

Hope this helps!;)

Legions Overdrive\public-test\server\game\player.cs




Code:
// mod
$Head[DefenderPlayer, 0] = SentinelHeadDefault;
$Head[DefenderPlayer, 1] = SentinelHeadArmored;
$Head[DefenderPlayer, 2] = SentinelHeadScarFace;
$Head[DefenderPlayer, 3] = SentinelHeadLegionairre;
$Head[DefenderPlayer, 4] = SentinelHeadSpike;
$HeadCount[DefenderPlayer] = 5;
 
// mod
$Skin[DefenderPlayer, 0] = 'PlayerHeavyDefaultSkin';
$Skin[DefenderPlayer, 1] = 'PlayerHeavyBlueSkin';
$Skin[DefenderPlayer, 2] = 'PlayerHeavyGoldSkin';
$Skin[DefenderPlayer, 3] = 'PlayerHeavyJungleSkin';
$Skin[DefenderPlayer, 4] = 'PlayerHeavyNavySkin';
$Skin[DefenderPlayer, 5] = 'PlayerHeavyImperialSkin';
$Skin[DefenderPlayer, 6] = 'PlayerHeavySteppeSkin';
$SkinCount[DefenderPlayer] = 7;

Here is my new player class datablock, too..

Code:
//-----------------------------------------------------------------------------
// Fallen Empire: Legions
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
 
datablock PlayerData(DefenderPlayer : BasePlayer)
{
  label = "Defender";
 
  labeltype = "Player"; // Used in Total Meltdown
 
  // rendering
  shapeFile = "legions/data/shapes/human_heavy/heavy.dts"; // dts shape
  debrisShapeName = "legions/data/shapes/human_heavy/heavy_explodable.dts"; // debris
 
 
  maxInventory[GrenadeLauncherSpecial] = 1;
  maxInventory[GrenadeLauncherSpecialAmmo] = 25;
 
  maxInventory[GrenadeLauncher] = 1;
  maxInventory[GrenadeLauncherAmmo] = 25;
 
  maxInventory[MortarLauncher] = 1;
  maxInventory[MortarLauncherAmmo] = 25;
 
  maxInventory[Rifle] = 0;
  maxInventory[RifleAmmo] = 0;
 
  maxInventory[RifleSpecial] = 0;
  maxInventory[RifleSpecialAmmo] = 0;
 
  maxInventory[Chaingun] = 1;
  maxInventory[ChaingunAmmo] = 500;
  // heavy ammo weapons
  maxInventory[HChaingun] = 1;
  maxInventory[HChaingunAmmo] = 500;
  //
  maxInventory[HRocketLauncher] = 1;
  maxInventory[HRocketLauncherAmmo] = 40;
  //
  maxInventory[HShotBlaster] = 1;
  maxInventory[HShotBlasterAmmo] = 40;
  //
  maxInventory[HPlasma] = 1;
  maxInventory[HPlasmaAmmo] = 500;
  // heavy energy weapons
  maxInventory[HGattlingLaser] = 1;
 
 
// coil motion trails (0-5)
  motionTrail[0] = "PlayerMotionTrail";
  motionTrail[1] = "PlayerMotionTrail";
  motionTrail[2] = "PlayerMotionTrail";
  motionTrail[3] = "PlayerMotionTrail";
  motionTrail[4] = "PlayerHeavyMotionTrail";
  motionTrail[5] = "PlayerHeavyMotionTrail";
 
  // boot motion trails (6-9)
  motionTrail[6] = "PlayerMotionTrail";
  motionTrail[7] = "PlayerMotionTrail";
  motionTrail[8] = "PlayerMotionTrail";
  motionTrail[9] = "PlayerMotionTrail";
 
  skinMaterial2 = "PlayerHeavyCoilSkin";
  skinMaterial3 = "PlayerHeavyElectricSkin";
 
  firstPersonHiddenMeshes = "0 1 2 3 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 33 34 35 36 37 38 39 40 41";
 
 
  maxForwardSpeed = 10;
  maxBackwardSpeed = 7;
  maxSideSpeed = 10;
 
 
 
  autohealRate = 9;
 
 
  // overdrive resistance
  overdriveJetResistance = 0.0002;
  overdriveJetResistanceFactor = 1.95;
  overdriveEnterSpeed = 0;
  overdriveExitSpeed = 1000;
  overdriveInitialForce = 250.0;
  overdriveInitialForceDuration = 500;
  overdriveTimeout = 1600;
  overdriveDamage = 46.875; //2;
  overdriveIsContagious = false;
 
  // gameplay changes for Sentinel
  mass = 180; // Sentinel 180
  maxDamage = 240; //Sentinel 200
  jumpForce = 3000;
  jetUpForceZ = 13250;    //Sentinel base 11250 ...Total Meltdown, change
  jetDownForceZ = 7812.5;
 
  // lowered max energy
  maxEnergy = 40;
  rechargeRate = 7.8125;
  groundRechargeRate = 12.5;
};
 
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