Hi-Res Berserks - How do you get them?

A forum for discussing map making ideas and problems for the Myth series.
Lugas
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Joined: Fri Feb 03, 2006 4:20 pm

Post by Lugas »

I don't know if anyone has asked anyone else this, but it i possible to get the Hi Resolution berserks found in frenzy and requiem? I have tried using unTag_b1 but that stopped my levels from loading...
Click on the picture below for my Myth 2 scenario.
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Graydon
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Post by Graydon »

Really... it shouldnt. Try it again. All you'd have to do is make a tagset out of the new zerk collection, and have it replace old zerks.. should work fine. We extracted the tags no problem. Tried classic mode and the original Tag Extractor?
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Lugas
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Post by Lugas »

Maybe I didn't extract them properly, because I accidently make replace some of the old berserks hits (guts and stuff) plus the units. When I went to loathing, i looked at the destroy bridge mesh, and at the end there were hi-res zerks, but the map didn't load, along with any other maps with zerks i them. does anyone understand this problem? And I didn't try the original extracter under classic, because classic is damn annoying! Also I thought the more up to date, the less bugs and nasty stuff in it. :nocomment:
Click on the picture below for my Myth 2 scenario.
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haravikk
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Post by haravikk »

Post the contents of your myth_log.txt file (in your Myth folder) and it will list any tags you are missing. It's possible you're missing the Myth: TFL beserk sounds, as the zerks in Frenzy are based on those iirc.
In which case you'll need to find all beserk sounds in the plugin as well.
Being Haravikk gets you girls like these:
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Lugas
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Post by Lugas »

This is my myth log:

Scanning for software devices...
Found 1 to use
Scanning for OpenGL devices...
Found 1 to use
Loading Patch Files...
Patch 1.2
Patch MariusNet
Patch 1.3
Patch 1.4
Patch 1.4 Interface
Patch 1.5
Loading Patch Files Succeeded
Warning: Unable to find cutscene 'prologue.smk'.
Running OpenGL at 800 x 600, 95 Hz, 16 bit
Starting mesh "Beyond the Cloudspine"...
Error: File system Open in definitions.c, line #500: couldn't read header for object definition 'myoc'.
Error: File system Open in definitions.c, line #585: monster definition postprocess failed on 'berserk tfl'.
Warning: Unable to find cutscene 'prologue.smk'.
Closing Myth.

Im using myth 2 1.5.2 build 272 in case you need to know
Click on the picture below for my Myth 2 scenario.
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Lugas
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Post by Lugas »

ive now deleted all berserk tfl files in my local folder and it now works fine, except that the berserks are low res! if anyone has a link or download with the hi res zerks files in (that actually work) please post here!
Click on the picture below for my Myth 2 scenario.
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Graydon
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Post by Graydon »

Lugas: Go use UnTag again, but all you need to extract is the 'collection' and 'collection reference'

Once you have these two tags, put them in their two appropriate folders in a clean local. Then go into Fear, and go to Monsters, find berserk, open it. Top left corner will be 'collection' which will point to the old berzerk collection. Pick the new one.
Build a plug-in file, and it _should_ work like a tagset.
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Lugas
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Post by Lugas »

Damn thing still doesn't work! I built the tagset but it causes all levels with zerks to not load! :evil: :evil: :evil: if you think you have the time, could you make the tagset? :?:
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Graydon
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Post by Graydon »

Lol. Most certainly. In fact, before I'd even finished reading your post, and saw the request I thought i'd just make it for you :)
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Lugas
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Post by Lugas »

thanks. where can i download it? :)
Click on the picture below for my Myth 2 scenario.
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Graydon
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Post by Graydon »

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Lugas
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Post by Lugas »

Good stuff! *runs around in circles*
There is however one problem (doh!), when this new berserk attacks it transforms into its portrait. Also the collection reference is the wrong way round! as in, they have green/turquoise/red fur things and brownish tatoo/face paint! Weird :?:
Click on the picture below for my Myth 2 scenario.
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Graydon
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Post by Graydon »

Hmm... indeed. I went through the sequences, he shouldnt turn into his portrait.... Didnt when I tested Stair of Grief.... If you want me to keep poking I will, or you can expand the tags in that and just make it your local, and fix those issues on your end. :)
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Horus
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Post by Horus »

Lugas wrote:Good stuff! *runs around in circles*
There is however one problem (doh!), when this new berserk attacks it transforms into its portrait. Also the collection reference is the wrong way round! as in, they have green/turquoise/red fur things and brownish tatoo/face paint! Weird :?:
1."There is however one problem (doh!), when this new berserk attacks it transforms into its portrait."

Answer = Go into Fear and look in the monster tag sequence section and sort from there (the boxes should be self explanitory).

2."Also the collection reference is the wrong way round! as in, they have green/turquoise/red fur things and brownish tatoo/face paint!"

Answer = That's the way the collection was set, it messes up because the collection reference is set differently. There are two choices on ways to fix this.

1. You can go into amber, go to hues, and change which hue changes are primary and which are secondary.

OR

2. You can go into Fear again, and go to collection references. There you can switch the colours around manually.
Lugas
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Joined: Fri Feb 03, 2006 4:20 pm

Post by Lugas »

Horus â„¢ wrote:Answer = Go into Fear and look in the monster tag sequence section and sort from there (the boxes should be self explanitory).
Answer = That's the way the collection was set, it messes up because the collection reference is set differently. There are two choices on ways to fix this.

1. You can go into amber, go to hues, and change which hue changes are primary and which are secondary.

OR

2. You can go into Fear again, and go to collection references. There you can switch the colours around manually.
Before I go into Fear, should I unTag them with unTag to get the files because these problems occur on a tagset.
Click on the picture below for my Myth 2 scenario.
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