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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 316778 times)

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1695 on: December 14, 2014, 06:46:11 pm »

Just have FIRST_PLANET_MATERIAL and SECOND_PLANT_MATERIAL exist. You can rename them as long as they're both the same in the reaction as plant, E.G LEAF and FLOWER.

smakemupagus

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1696 on: December 14, 2014, 07:22:39 pm »

To try to spell it out a little more, this reaction assumes that you define:

a plant named SMEE_PLANT with a structural material defined
a material named FIRST_PLANT_MATERIAL within SMEE_PLANT
a material named SECOND_PLANT_MATERIAL within SMEE_PLANT
a workshop named SMEE_CUSTOM_WORKSHOP which is allowed for the entity (civilization)
that the reaction defined here, SMEE_DRAFT_REACTION, is allowed for the entity

obviously you can change any or all those names

StagnantSoul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1697 on: December 14, 2014, 07:32:57 pm »

Hey, so I'm trying to run a ton of my self-made mods all at once, instead of just many mods across 34.11-40.13, and I've run into a few problems.

1:    [SELECT_TISSUE:CLAW]
      [TISSUE_MATERIAL:INORGANIC:IRON]
This seems to work perfectly on my Purgatory Wolf, nothing in the errorlog about it. Copy and paste over to another creature, and I get this:
BIRD_PHOENIX:Unrecognized Creature Token: TISSUE_MATERIAL

What happened? One creature ago, it worked perfectly. It's literally the exact same tags. It's recognized in one, and not the other?

2: SPRITE:AGELESS_ONE:right tusk, layer 1: Tissue IVORY was not found, using first tissue instead
SPRITE:AGELESS_ONE:left tusk, layer 1: Tissue IVORY was not found, using first tissue instead
SPRITE:AGELESS_ONE:right horn, layer 1: Tissue HORN was not found, using first tissue instead
SPRITE:AGELESS_ONE:left horn, layer 1: Tissue HORN was not found, using first tissue instead
My Ageless One creature has tusks and horns, copied from bulls and boars, if I remember correctly. I didn't see any tissue:ivory in their raws, so I assumed it was fine to just use. Is there something I have to put into the Ageless One's raws to get it fine?

These are the only major problems, any help is appreciated. Thanks!
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smakemupagus

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1698 on: December 14, 2014, 07:36:27 pm »

Yeah, you actually have to have the tissue defined within the creature before you can use or select it. 

Bulls declare the materials either by defining them via a template
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]

or by reference to a whole bunch of materials within a plan via something like
[BODY_DETAIL_PLAN:COMMON_ANIMAL_MATERIALS]

(that may be only approximate, i'm not looking it up).  You probably didn't do this, although I don't know for sure, since you didn't post your raws 8)
« Last Edit: December 14, 2014, 07:41:03 pm by smakemupagus »
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smeeprocket

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1699 on: December 14, 2014, 11:29:15 pm »

okay so on the plant I currently have

[ITEM_REACTION_PRODUCT:BAG_TEA:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
[ITEM_REACTION_PRODUCT:BAG_TEA:PLANT_GROWTH:FLOWERS:LOCAL_PLANT_MAT:FLOWER]

which I know isn't right.

For the custom reaction I have

[REACTION:PROCESS_TEA_TO_BAG]
   [NAME:process tea to bag]
   [BUILDING:FARMER:CUSTOM_B]
   [REAGENT:plant:1:PLANT:NONE:NONE:NONE]
      [HAS_MATERIAL_REACTION_PRODUCT:BAG_TEA]
      [UNROTTEN]
   [REAGENT:bag:2:BOX:NONE:NONE:NONE]
      [EMPTY]
      [BAG]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:5:GET_ITEM_DATA_FROM_REAGENT:plant:BAG_ITEM]
      [PRODUCT_TO_CONTAINER:bag]
   [PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
   [SKILL:PROCESSPLANTS]


so to replace the second one with

[REACTION:SMEE_DRAFT_REACTION]

   [NAME:make process tea to bag]
   [BUILDING:FARMER:CUSTOM_A]
        [REAGENT:smeeplant:1:PLANT:NONE:PLANT_MAT:TEA_PLANT:STRUCTURAL]
        [REAGENT:bagA:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
        [REAGENT:bagB:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]

        [PRODUCT:100:1:PLANT:NONE:PLANT_MAT:TEA_PLANT:FIRST_PLANT_MATERIAL]
        [PRODUCT_TO_CONTAINER:bagA]

        [PRODUCT:100:1:PLANT:NONE:PLANT_MAT:TEA_PLANT:SECOND_PLANT_MATERIAL]
        [PRODUCT_TO_CONTAINER:bagB]

now how do I change the first one to use the custom material tags? And is that correct?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1700 on: December 15, 2014, 01:16:03 am »

The second what?

smeeprocket

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1701 on: December 15, 2014, 07:56:47 am »

The second what?

the second set of code, the process tea to bag, the first of those.
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King Kravoka

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1702 on: December 16, 2014, 03:24:37 am »

How is obsidian the only stone that can be made into short swords? Also, how do I make it possible to craft items(such as weapons) only out of sharpened rocks?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1703 on: December 16, 2014, 03:45:42 am »

How is obsidian the only stone that can be made into short swords? Also, how do I make it possible to craft items(such as weapons) only out of sharpened rocks?

I believe it is the MAX_EDGE tag that dictate whether a stone can be used for weapons or not. The wiki says that weapons can be made out of a stone if its MAX_EDGE value is at least 10000.

The small rocks in adventure mode use the item tag ROCK, though I don't see any reaction modifiers that specify that the reagent has to have an edge. There is a tag to prevent edged items from being used, which is [NO_EDGE_ALLOWED]
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UnicodingUnicorn

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1704 on: December 16, 2014, 09:37:00 pm »

How would the GRAZER token affect a playable entity?
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Ladygolem

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1705 on: December 16, 2014, 11:51:33 pm »

Off the top of my head, seeing as you can't assign your dwarves (or w/e) to pastures, I imagine it would go very poorly.

Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1706 on: December 18, 2014, 11:20:44 am »

Does anyone know if regions can have multiple regional interactions? Furthermore, can they affect the underground?
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smeeprocket

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1707 on: December 18, 2014, 01:30:27 pm »

how do I make my tea plant available for my culture through the embark setup menu?

I want to be able to test it out quickly.

Sorry for all these questions, but the wiki isn't exactly clear cut on this.

Okay so I've rewritten what I had after staring at it and thinking for awhile...

Code: [Select]
[REACTION:PROCESS_TEA_TO_BAG]
[NAME:process tea to bag]
[BUILDING:FARMER:CUSTOM_B]
        [REAGENT:tea:1:PLANT:NONE:PLANT_MAT:TEA:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:BAG_TEA]
[UNROTTEN]
        [REAGENT:bagA:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:bagB:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:TEA:LEAF]
        [PRODUCT_TO_CONTAINER:bagA]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:TEA:FLOWER]
[PRODUCT_TO_CONTAINER:bagB]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:PROCESSPLANTS]

and then the plant

Code: [Select]
[PLANT:TEA] camellia sinensis
[NAME:tea plant][NAME_PLURAL:tea plants][ADJ:tea]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[ITEM_REACTION_PRODUCT:BAG_TEA]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[DRY][BIOME:ANY_TROPICAL][BIOME:ANY_TEMPERATE]
[VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen green tea kombucha]
[STATE_NAME_ADJ:LIQUID:green tea kombucha]
[STATE_NAME_ADJ:GAS:boiling green tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:4]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen black tea kombucha]
[STATE_NAME_ADJ:LIQUID:black tea kombucha]
[STATE_NAME_ADJ:GAS:boiling black tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[STATE_COLOR:ALL:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:4]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:DRINK:FLOWER_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen white tea kombucha]
[STATE_NAME_ADJ:LIQUID:white tea kombucha]
[STATE_NAME_ADJ:GAS:boiling white tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:tea plant seed:tea plant seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:-kombucha]
[GROWTH:LEAVES]
[GROWTH_NAME:tea leaf:tea leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH:FLOWERS]
[GROWTH_NAME:tea flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]

specifically, the line to call on the reaction I have : [ITEM_REACTION_PRODUCT:BAG_TEA]

but it seems like I would need more info. The wiki doesn't really break down how I would call on the growth specifically on the plant or if I need to. My only comparison is quarry bushes which only call on one growth.
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Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1708 on: December 18, 2014, 07:36:05 pm »

All right, my work on the noble wolfeagle is thus as of right now, working off modifying the wolf raws:

Code: [Select]
[CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws.  It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:1][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:6:7:1]
[LARGE_PREDATOR][MEANDERER]
[LARGE_ROAMING][FREQUENCY:5]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:TALON]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:2:0:40000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:40]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]

Are the two wings going to interfere with the quadruped body plan?  Also, this is all I've been able to come up with regarding feathery wings.  I don't think the game really has any examples of creatures with two kinds of skin covering.

[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING:FEATHER:FRONT]

Unless I missed something with the wings (I know I still have to put in the wing attack), I think this is going to be the biggest stumbling block.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1709 on: December 18, 2014, 11:03:47 pm »

I don't see why adding wings would mess anything up.

Though the feather tissue layer may not be right. Unless you only want the feathers on the front of the wings.

That and you have USE_MATERIAL_TEMPLATE but not USE_TISSUE_TEMPLATE, so there may not be a feather tissue to place once you try to add the feathers to the wings.

Also, I believe [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT] should be [TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT].

Same thing should apply to [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE], as the talon tissue template looks for a talon material, and this template identifies it as a nail. It should be [USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
« Last Edit: December 18, 2014, 11:06:30 pm by BlackFlyme »
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