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Author Topic: Non-Working Appearance Modifiers for Horns and Tail.  (Read 433 times)

Monk321654

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Non-Working Appearance Modifiers for Horns and Tail.
« on: June 11, 2012, 06:55:24 pm »

Good day, people of Bay12.
I come to you in a time of need.
My recent attempts at a custom creature have all but been successful.
Except for one (Technically two) part(s).
I have attempted to add Appearance Modifiers to the horns and tail of this race.
(Just for point of reference, they're a race of Cow people.)
But, in the testing arena, their descriptions show no such evidence of a difference in these parts.
Everything else looks fine.
Here's the raws just for these two parts, and the body Detail plan:

Code: [Select]
...[BODY:HUMANOID_HOOF:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:TAIL:RIBCAGE:2HEAD_HORN]...
...[SET_BP_GROUP:BY_CATEGORY:HEAD_HORN]
[BP_APPEARANCE_MODIFIER:LENGTH:70:80:90:100:110:120:130]
[APP_MOD_NOUN:horns:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:TAIL]
[BP_APPEARANCE_MODIFIER:LENGTH:70:80:90:100:110:120:130]
[APP_MOD_NOUN:tail:SINGULAR]...

Can you offer any help?
« Last Edit: June 11, 2012, 09:01:01 pm by Monk321654 »
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Hugo_The_Dwarf

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Re: Non=Working Appearance Modifiers for Horns and Tail.
« Reply #1 on: June 11, 2012, 08:37:32 pm »

How many have you spawned of these cow people (BTW post the entire creature, code'd and spoiler'd) it could be that

also look at these

   [SET_BP_GROUP:BY_CATEGORY:FINGER]
      [BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
         [APP_MOD_DESC_RANGE:0:0:0:0:0:200] --- no matter what will always be long, becuase 0 -200 is the range to say "extreamly long"
         [APP_MOD_NOUN:claws:PLURAL]
      [BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
         [APP_MOD_DESC_RANGE:200:0:0:0:0:0] --- no matter what will be very hooked 200-0
         [APP_MOD_NOUN:claws:PLURAL]
Yours should work, you might have got alot of cow people that their tails and horns are avgerage and not worth mentioning
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Monk321654

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Re: Non=Working Appearance Modifiers for Horns and Tail.
« Reply #2 on: June 11, 2012, 08:51:17 pm »

Alright, I'll go arena test to see how many irregularities I can find.

After my arena testing, it has been revealed that there actually are some slightly different appearances.
Out of 32 units tested, around 15 had tails that registered as short. Only one had a tail that registered as long.
No irregularities in the horns.
What values would you recommend to get more variance in their body structure?
« Last Edit: June 11, 2012, 09:03:01 pm by Monk321654 »
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This is a side-effect of dwarven animal training (hit animal with hammer until it forgets that it hates you, then lovingly cuddle it).

I'm not your average Bay12er. I care about my drunken midgets.

Hugo_The_Dwarf

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Re: Non-Working Appearance Modifiers for Horns and Tail.
« Reply #3 on: June 11, 2012, 09:36:58 pm »

         [APP_MOD_DESC_RANGE:0:70:90:100:110:200]

play with this or the other numbers you want to make the avg, less common
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Monk321654

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Re: Non-Working Appearance Modifiers for Horns and Tail.
« Reply #4 on: June 11, 2012, 09:50:33 pm »

Well, after experimentation, it seems to me that Horns can't actually have a value modifier.
But, I got the tails to have variable length, so I'll settle for that.
Thanks for your help!
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This is a side-effect of dwarven animal training (hit animal with hammer until it forgets that it hates you, then lovingly cuddle it).

I'm not your average Bay12er. I care about my drunken midgets.