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modding question

PostPosted: Thu Jan 28, 2010 4:51 pm
by -bg-
I started to make a unique vintorez a few weeks ago, just to kill time. I have made pretty good progress, but now I'm stucked. Can't figure out how to use the texture I've made for the weapon.
Is it even possible to attach custom skin for a unique weapon?

The things I have done:
- Created the section in unique_items.ltx. All the adjustments is working on the weapon.
- Created the description in string_table_enc_weapons.xml. Working fine.
- Custom icon added to ui_icon_equipment.dds (thanks for the tutorial dez, but you forgot to mention the inv_grid_width and the inv_grid_height vars in it)
- Added the weapon to Sid's stock.

If anyone feels like helping me out...

One more thing. Did you guys notice the red stripe below? It says the provider stops providing the free forum service from 10/31/2010

Re: modding question

PostPosted: Thu Jan 28, 2010 7:21 pm
by jwknaggs
One more thing. Did you guys notice the red stripe below? It says the provider stops providing the free forum service from 10/31/2010[/quote]

hi,
yes we know about this dez posted in website updating under what's new.
widra say's he is going to move site as soon as possable :wink:

Re: modding question

PostPosted: Thu Jan 28, 2010 10:59 pm
by -bg-
good-good, thx

Re: modding question

PostPosted: Fri Jan 29, 2010 11:16 pm
by Red Schuhart
Good luck with the modding, Bgrdr.

Can't help, I'm afraid: I'm still trying to understand quantum mechanics, I'm a while away from getting all five superstring theories just yet. And M-Theory is just out there.

I understand it all in English. I just have problems with the math.

But I'll acquire an intimate knowledge of the entire workings of all those theories before I understand modding. I can make a G36 with the hit power of a thermo-nuclear device and the accuracy of a bat with a PHd in echo-location, but textures are just gibberish to me.

.

Re: modding question

PostPosted: Sat Jan 30, 2010 12:43 pm
by -bg-
Red Schuhart wrote: I'm a while away from getting all five superstring theories just yet

Five? I've only heard one and that one was way beyond my level. Even Discovery's "popular science" shows failed to made me understand superstrings :) I'm good with electrons, protons, neutrons... their spins... even with neutrino types... but beyond (or below) that, it's a mess.
I don't think there's more than a dozen brains on the planet can receive it properly... and there's a possibility that they are just liars hehh )

Quantum mechanics was always more magic then science to me. A lot of legends, very few facts - and now the superstrings... c'mooon...
It's a good subject to thinking on though. But my all time favorite is the concept of infinite universe. I know, it's simple and it's an old fact. Universe is infinite. Yes, easy to say that. But I don't think I can ever understand, what infinite really means.

Red Schuhart wrote:But I'll acquire an intimate knowledge of the entire workings of all those theories before I understand modding

Damn, another good brain lost :) Good luck with that anyways. Just watchout, when it comes to screaming and pulling the hair, quit thinking and have a Guiness before it's too late :)

Red Schuhart wrote:I can make a G36 with the hit power of a thermo-nuclear device and the accuracy of a bat with a PHd in echo-location, but textures are just gibberish to me.

Yea, that's the easy part :) But textures isn't that tough as it looks like. Besides, I didn't start it from a 0 byte file. Just took the original and made some changes on it. I can help you with that, after you're done with those fictitious superstrings hehh

I found a way to solve my original problem with the mod though. It works, but it's ugly. There must be a nicer solution to it... My last hope is in Dez, but he seems too busy at the moment. Hopefully with LA :)

Re: modding question

PostPosted: Sat Jan 30, 2010 2:15 pm
by -bg-
OK, let me simplify my first question.

Is there a way to assign a custom texture to my unique item in unique_items.ltx?

Something like this:

texture = some_custom_texture.dds

A yes, or a no would do for now. I just don't want to spend more time to an impossible mission

Re: modding question

PostPosted: Thu Feb 04, 2010 5:04 pm
by dez
no. :D


but you need to have a model assigned to the custom item. so if you duplicate that item, and rename it, then you can change texture on the model without ruining the other one. for changing, you need sdk and converter, or you can also change texture with some hex editor or notepad.

Re: modding question

PostPosted: Thu Feb 04, 2010 7:05 pm
by -bg-
yep, that's my "ugly" solution. Ugly and lame. duplicating things... ehh

Thanks anyway... but:

Since I have to duplicate the model anyway, I'm thinking about making some changes on the model too. I don't know... attaching some small artifact-like thingy on the weapon to explain how the weapon master reduced the recoil of it ... wahtever. I know that working with ogf files is sucks (you said that in gsc's wiki). But THAT sucks?
Really, I don't want to annoy you with my stupid questions... but there's so few usable howtos out there about these things. And unfortunately, those few has been made by you. Well, being smart has it's disadvantages, you have to live with it.
Optionally you can always say GTFO :)

Re: modding question

PostPosted: Sat Dec 17, 2011 8:01 pm
by KazakHD5770
So old topic, ehh?

I made custom knifes, new boar model and new binoculars. It's funny.

For example http://www.moddb.com/members/kazakhd577 ... n#imagebox here i took original boar model, opened it with HEX editor and found "way to texture" or "texture path" and edited it. But it's HEX so length of texture path have to have same length and texture path for new boar's texture is "act/act_mutant_boab" XD

I did same work with models and textures of knife. Now default knife is rusty (simply changed original texture), better knife is looking like default knife (copy-paste of model of original knife+change texture path to "wpn/wpn_knifn" (wpn_/wpn_knife in original, i used "n" because is "Normal"= not rusty).

After those procedures i made new custom icons for knifes, descriptions, etc.

But in order you need to write new "visual" parameter which have to be different of original.

Here i'm spoiling my new knifes' config.

In order you always need to add new "hud" section - it's easy and it may be based on default "hud section".

Problem is - you have to change texture path for weapon in 2 models - "wpn_weapon_name_hud.ogf" and "wpn_weapon_name.ogf"

[wpn_knife_normal]:wpn_knife

hit_power = 0.8

inv_name = "Stalker's knife"

inv_name_short = "Knife"

description = enc_weapons1_wpn-knife_normal

visual = weapons\knife\wpn_knife_1

hud = wpn_knife_hud_1

[wpn_knife_hud_1]
shell_point = 0.0, 0.0, 0.0
fire_point = 0.05, 0.0, 0.1
fire_bone = wpn_knife_0

orientation = 0,0,0
position = 0,0,0
visual = weapons\knife\wpn_knife_hud_1.ogf

anim_idle = idle
anim_draw = draw
anim_hide = hide
anim_shoot1_start = shoot1_start
anim_shoot2_start = shoot2_start
anim_shoot1_end = shoot1_end
anim_shoot2_end = shoot2_end
anim_idle_sprint = idle_sprint


inv_grid_x = 10
inv_grid_y = 18


[wpn_knife_elite]:wpn_knife

hit_power = 1.8

visual = weapons\knife\wpn_rambo_knife
description = enc_weapons1_wpn-knife_normal
hud = wpn_rambo_knife_hud


[wpn_rambo_knife_hud]
shell_point = 0.0, 0.0, 0.0
fire_point = 0.05, 0.0, 0.1
fire_bone = wpn_knife_0

orientation = 0,0,0
position = 0,0,0
visual = weapons\knife\wpn_rambo_knife_hud.ogf

anim_idle = idle
anim_draw = draw
anim_hide = hide
anim_shoot1_start = shoot1_start
anim_shoot2_start = shoot2_start
anim_shoot1_end = shoot1_end
anim_shoot2_end = shoot2_end
anim_idle_sprint = idle_sprint

description = enc_weapons1_wpn-knife_elite

inv_name = "Elite knife"

inv_name_short = "Elite knife"


inv_grid_x = 10
inv_grid_y = 19


Hopefuly i wrote enought "understandable" :)

Re: modding question

PostPosted: Sun Dec 18, 2011 8:04 am
by vintar
Do you think this is new to us? :)

Re: modding question

PostPosted: Sun Dec 18, 2011 2:03 pm
by KazakHD5770
No, it's new to me XD

Anyway i'm looking forward to make some new skins.