[1.2.1][3df5] visual_level not working for some equipment?

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tom_jones

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Dec 20, 2013
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Not sure if a bug or just something badly configured in the vanilla game, but...

the visual_level parameter in equipment files appears to be used to associate a number with the equipment, which can be then used to pair equipment tier(s) with specific 3d mesh. This is used by the tank models DLCs, to provide different models of tanks to separate tiers of equipment, i.e. there's light_armor_0 and light_armor_1 and light_armor_2. So far so good.

The bug here is, this functionality doesn't seem to extend to all types of equipment. As example, the light SP Artillery units are also paired with light armor 'sprite':

Code:
 light_sp_artillery_brigade = {
  sprite = light_armor

etc

so do the light SP anti-air units, and the light tank destroyer units. And all the equipment for these units have the visual_level parameter, just like the 'main' light tank equipment. e.g

Code:
 light_tank_artillery_equipment_1 = {
  archetype = light_tank_artillery_equipment
  family = light_tank_equipment_1
  priority = 20
  visual_level = 0
 }

BUT none of these units display models associated by the model DLC with light_armor_0 and light_armor_2. They only ever show the stock light tank model:

upload_2016-10-24_16-51-8.png

You can see it on the screenshot here. The Light Tank I unit shows light_armor_0 model, provided by the DLC. Because the Light SP Artillery I unit uses the same light_armor 'sprite' and has visual_level also set to 0, you would expect it to look just like Light Tank I, if all worked properly. But it doesn't -- the unit has the 'stock' appearance of light_armor_1, just like Light SP Artillery II, and others.

I thought maybe the game uses the unit's name instead of the 'sprite' name, but adding some pdxmesh entries for light_sp_artillery_brigade_0_mesh and such didn't seem to change anything. So guess it's trickier than that (or indeed bugged, idk)

Attaching a save with the units laid out like on the screenshot, so you can check it on your end.

(if there *is* just some trick to it, it'd be helpful to know, if just for modding)
 

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