Adding to an Origin story
#1
Escrito 03 enero 2013 - 01:02
So what I want to do is instead of the warden, starting at Highever castle while talking to Howe and his/her father, I need it to start at the Highever port, and then after the mini quests are finished, the normal introduction would commence.
#2
Escrito 04 enero 2013 - 01:53
#3
Escrito 05 enero 2013 - 05:11
- New levels
- New scripts
- New conversations
- New characters
I just hope you realize you may be biting off more than you can chew, if you haven't done much modding yet. Making a brand-new level for the area you need is going to be the most time consuming by far.
For the level, I suggest reading this guide to get you on the right track:
http://social.biowar...or_Level_Manual
One thing that I find also works really well is downloading BioWare's own levels (check the Projects on this site) and use them as a base for your own. They already know how all the art assets are supposed to fit together (textures, vegetation, etc.) so you might have better results modifying an existing single player level to your own ends. I've done this a few times to save on time and the results are always pretty good. It should also reduce hte learning curve significantly.
Editado por sea-, 05 enero 2013 - 05:13 .
#4
Escrito 06 enero 2013 - 11:41
#5
Escrito 06 enero 2013 - 03:05
Editado por satans_karma, 06 enero 2013 - 03:13 .
#6
Escrito 06 enero 2013 - 04:14
Agreed, the origins should simply start correctly by having you enter their respective areas. If you put a new area in place of the other, any scripting "setup" required by the campaign should be done before that stage, so my bet is on simply doing a simple area transition and things should go smoothly.satans_karma wrote...
You'll probably have to modify/override the "background_defaults" 2da file to specify your area as the starting area and your waypoint as the starting waypoint. After you've gone through your questline, make sure that the player gets transported to the original starting area and starting waypoint. There are a couple ways to do that: 1) The player can walk to the castle via door or road using an area transition placeable (door or invisible object) or 2) You can transport them automatically at the completion of the last quest using the scripting function UT_DoAreaTransition() (or something similar).
Editado por sea-, 06 enero 2013 - 04:14 .





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