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ME2 - Modding is Possible II (PC Only)


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#2551
phoenixofthunder

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Inge Shepard wrote...

Inge Shepard wrote...

Phoenix of Thunder: How is that a problem? I don't understand the question. I can make a clip much bigger than this.
Aaaahh, you mean upload to YouTube, well I don't know why they allow this. I guess limit is 10 minutes.
I'm just happy it goes..

RGFrog: I know, but as a teaser, I have to make a story.


**Face palm** Shoulda looked more closely on youtube.

Excerpt from youtube upload page:
Videos can be...
High Definition
Up to 2 GB in size.
Up to 15 minutes in length.
A wide variety of formats

#2552
Guest_Inge Shepard_*

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Phoenix of Thunder.

Didn't you talk about starting Modding is Possible III?

Starring: Phoenix of Thunder; Regi: unknown; Manus: RGFrog is he/she want..

#2553
phoenixofthunder

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Inge Shepard wrote...

Phoenix of Thunder.
Didn't you talk about starting Modding is Possible III?
Starring: Phoenix of Thunder; Regi: unknown; Manus: RGFrog is he/she want..


:lol:
Yeah, but got side tracked: making ME2 modding video tutorials (3 days = 1 vid).[except used wrong codec on current and had to start over]]<_<


Has anyone tried this:
[SFXGame.SFXAI_Henchman]
m_bAllowInstantPowerWhileVisible=false->true
If so what does it do?

Modifié par phoenixofthunder, 04 octobre 2010 - 06:13 .


#2554
Guest_Inge Shepard_*

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phoenixofthunder wrote...

Inge Shepard wrote...

Phoenix of Thunder.
Didn't you talk about starting Modding is Possible III?
Starring: Phoenix of Thunder; Regi: unknown; Manus: RGFrog is he/she want..


:lol:
Yeah, but got side tracked: making ME2 modding video tutorials (3 days = 1 vid).[except used wrong codec on current and had to start over]]<_<


Has anyone tried this:
[SFXGame.SFXAI_Henchman]
m_bAllowInstantPowerWhileVisible=false->true
If so what does it do?

I going back to film studio for a new recording.
Test that.



#2555
RGFrog

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phoenixofthunder wrote...

Inge Shepard wrote...

Phoenix of Thunder.
Didn't you talk about starting Modding is Possible III?
Starring: Phoenix of Thunder; Regi: unknown; Manus: RGFrog is he/she want..


:lol:
Yeah, but got side tracked: making ME2 modding video tutorials (3 days = 1 vid).[except used wrong codec on current and had to start over]]<_<


I use mpegstreamclip to cross convert codecs. As long as you have the codec the video is in currently and the codec you want to convert to installed on the machine it should do the job nicely.

Has anyone tried this:
[SFXGame.SFXAI_Henchman]
m_bAllowInstantPowerWhileVisible=false->true
If so what does it do?


My first thought was insta-casting, but they do that already with it set to false, pluse that's a function of the actual power (eg, warp vs warpprojectile). Second guess would be instant cooldown while the hench is alive. Third guess would be a no delay cast. Anyone taking bets?

edit: Just tested with Miranda on Freedom's progress. Section where you fight the flying missile launchers just before the end ymir.

With it set to false: Press button to cast Miri's overload. She'd wait until done firing.

With it set to true: Press button to cast Miri's overload. She'd cast while firing.

Looks like Third guess was correct. I wonder if this means no more delay on casting while they fire, jump obstacles, etc. Will require a bit more testing but I doubt it will be any different from the behaviour above. If that is so, then I will be leaving it at "true" since I'm pretty darn tired of my crew not following orders when I give them :)

Good find, phoenixofthunder!!! 3 gold stars :)

Modifié par RGFrog, 04 octobre 2010 - 07:25 .


#2556
Guest_Inge Shepard_*

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It also seem to have a more realistic effect on cloak and slam. When enemies see you they start shoting, when you actiavte the cloak power. They say "lost visual" And slaming hehehe..
Agree with RGFrog :-)

Modifié par Inge Shepard, 04 octobre 2010 - 08:29 .


#2557
RGFrog

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Has anyone played with the myriad of debug items?

I really want to know what this is: DEV=(Name="Eric Combat Test Map",Command="AT ericCombat")

#2558
Chugster

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phoenixofthunder wrote...

Chugster wrote...

anyone know the exact colour settings for TIM's eyes? I seem to do fine with green TIM eyes but blue ones never seem to be as bright



You could try:
Image IPB


hmm those look good, but not as bright as TIM's, anyone know what value controls brightness?

#2559
Guest_Inge Shepard_*

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Phoenix and Frog, it is better to show it visual.
Has anyone tried this:
[SFXGame.SFXAI_Henchman]
m_bAllowInstantPowerWhileVisible=false->true
If so what does it do?
You need sound.

#2560
RGFrog

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considering that the setting is in [SFXGame.SFXAI_Henchman] i wouldn't think it would do anything for the player as the heading indicates it's AI Henchmen related.

What is it doing for you, Inge?

Modifié par RGFrog, 04 octobre 2010 - 08:32 .


#2561
Guest_Inge Shepard_*

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It seems like it gives the power more effect like what, they have named the power.
It's the first impression of this, well see what happens on the way..

Modifié par Inge Shepard, 04 octobre 2010 - 08:38 .


#2562
RGFrog

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Chugster wrote...
hmm those look good, but not as bright as TIM's, anyone know what value controls brightness?


They're just RGB settings. The closer you get to 1 on any channel the lighter the color gets. 1 = white and 0 = black.

You want a light blue color for TIM's eye color b=1, g=1, r= .8 or something close to that.

For the brightness, you'd probably have to adjust the A. channel (alpha). I don't have a pic of tim so I can't get exact with the eye color values. If anyone has a link I can p-shop the values and give you numbers.

*** Found a pic on the website, here's the actual color:  b: 0.737254901 ; g: 0.64705882 ; r: 0.33333333

Then play with the alpha to get the desired effect.

Modifié par RGFrog, 04 octobre 2010 - 09:10 .


#2563
RGFrog

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Inge Shepard wrote...

It seems like it gives the power more effect like what, they have named the power.
It's the first impression of this, well see what happens on the way..


Is that why your ragdolls were going so high at the end of your video?

Did you happen to change your values for gravity at all?

What happens when you set that to false? Do they go as high?

So many questions.

#2564
Guest_Inge Shepard_*

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RGFrog wrote...

Inge Shepard wrote...

It seems like it gives the power more effect like what, they have named the power.
It's the first impression of this, well see what happens on the way..


Is that why your ragdolls were going so high at the end of your video?

Did you happen to change your values for gravity at all?

What happens when you set that to false? Do they go as high?

So many questions.

It is fine with questions! Write the on a note and hang them on the fridge. Maybe we find the answers along the way. ;)
Continue to play, see what is happening along the way. Will give you a feedback.

#2565
Chugster

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RGFrog wrote...

Chugster wrote...
hmm those look good, but not as bright as TIM's, anyone know what value controls brightness?


They're just RGB settings. The closer you get to 1 on any channel the lighter the color gets. 1 = white and 0 = black.

You want a light blue color for TIM's eye color b=1, g=1, r= .8 or something close to that.

For the brightness, you'd probably have to adjust the A. channel (alpha). I don't have a pic of tim so I can't get exact with the eye color values. If anyone has a link I can p-shop the values and give you numbers.

*** Found a pic on the website, here's the actual color:  b: 0.737254901 ; g: 0.64705882 ; r: 0.33333333

Then play with the alpha to get the desired effect.


sweet...what kinda range is there on the alpha value? do i go up to 10 or 100 or what? WIth an initial value of 1 its a bit hard to work out...i tried 5 but didnt really see a difference from 1

Modifié par Chugster, 04 octobre 2010 - 10:50 .


#2566
phoenixofthunder

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Chugster wrote...

RGFrog wrote...

Chugster wrote...
hmm those look good, but not as bright as TIM's, anyone know what value controls brightness?


They're just RGB settings. The closer you get to 1 on any channel the lighter the color gets. 1 = white and 0 = black.

You want a light blue color for TIM's eye color b=1, g=1, r= .8 or something close to that.

For the brightness, you'd probably have to adjust the A. channel (alpha). I don't have a pic of tim so I can't get exact with the eye color values. If anyone has a link I can p-shop the values and give you numbers.

*** Found a pic on the website, here's the actual color:  b: 0.737254901 ; g: 0.64705882 ; r: 0.33333333

Then play with the alpha to get the desired effect.


sweet...what kinda range is there on the alpha value? do i go up to 10 or 100 or what? WIth an initial value of 1 its a bit hard to work out...i tried 5 but didnt really see a difference from 1


I don't know you could try going negitive -1 on the Alpha.:unsure:

#2567
Chugster

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edit: NVM, i found out that the RGB ratings can go above 1.0, i set them to 9.0 and they glowed in a cutscene...but not  so much in normal, walking around, circumstances.

but even still, they dont quite compare to TIM, his eyes are the first thing you notice...must be something specially coded as my blue eyes dont look as bright or clear as green eyes (with the same level of colour)

Modifié par Chugster, 04 octobre 2010 - 11:42 .


#2568
RGFrog

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What settings are you using for your blue tim eyes?

#2569
Chugster

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well this is with a blue setting of 1.8:

Image IPB

and the same in green, which to me seems brighter but not TIM bright:

Image IPB


#2570
Sable Phoenix

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Is there some way to mod helmets into the casual outfits? I want to wear a beret on the Normandy, rather than having to wear it while in armor out on missions (which looks a little silly, I think).  I've looked at the SFXPawn_Player section in several modded Coalesced's, but I can make precisely zero sense of it.

Modifié par Sable Phoenix, 05 octobre 2010 - 11:49 .


#2571
RGFrog

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Chugster, what rgb settings are you using for the blue. And can you capture a pic of TIM with the brightness you are wanting?

#2572
getblunted69

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chug why doesnt your sig say "I support miranda's ******"

oh and for anyone who wants an actual challenge when they play insanity, try modding all the weapons to do around 250-400 damage a shot :) makes it much more challenging!

#2573
Christmas Ape

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Sable Phoenix wrote...

Is there some way to mod helmets into the casual outfits? I want to wear a beret on the Normandy, rather than having to wear it while in armor out on missions (which looks a little silly, I think).  I've looked at the SFXPawn_Player section in several modded Coalesced's, but I can make precisely zero sense of it.

In a word, no.
In a few more words, 'casual' outfit packages never allow head gear meshes.
In the fullness of explanation, we can't recompress PCC files for ME2 so we can't do it "manually" with a 3D editor either.

#2574
Guest_Inge Shepard_*

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Have any modded these mini games we find in ME2? I'm starting to get tired of this.

#2575
getblunted69

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I can take a look for you Inge, because I do recall seeing a section for the "mini games".