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[Request] various toolset questions for a beginner


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18 réponses à ce sujet

#1
Baracuda6977

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I'm new to the toolset, High school level C++ programming didnt help at all and am looking for explanations/tuts/redirects/corrections/advice, anything to help really for various projects i have in mind

after a long time of searching, there is a complete paucity of information relating to these problems so i am sure that others are having trouble as well and would appreaciate it (or i am a complete fool who cant figure something so simple out :pinched:)

1. how does one add new icons? (.dds files make no sense to me) {}
             -how do i add the icons?{solved}

2. how do i make a grenade type item? (speciffically a stunning grenade){can make a grenade, not stun only though}

(got merc problem solved)

3. I want to hold daggers backwards, even if i have to make new models to do so (i need to figure that out too)

4. are bows considered static or animated? ie would a sword tut work just fine for a bow? (I want to make the Na`vi chieftan bow)

5. could i make a generic item that has the unique power to one time summon  a unique blue colored rat whose only ability is to selfdestruct by scripting in a slow health degeneration and if it hasnt already done so and its health equals zero set off  a powerful firebomb?

6. is it correct to : find events corresponding to the victory in each side treaty to auto give you a unique gem from each that through dialogue checks can be used to unlock and place a super sword into your inventory in a unique area of denerim designed for doing such a thing?

i *think* that is also in order of increasing difficulty, at least order im going to try...
thank you in advance for any kind of help

Modifié par Baracuda6977, 29 janvier 2010 - 02:58 .


#2
Eshme

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Welll im unsure but it seems so many of it is possible. You should read on the wiki, for anything you specifically look for. DDS is a picture format to save textures in.



I would see what existing things i can change to my needs. If u want a grenade for example, i imagine this be pretty difficult to me, you can look at other items which are somewhat equal. And then take the important properties and change them. Acid flasks for example are grenades.



I havent done any of this so i dont have a tutorial.

#3
Baracuda6977

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how do i work with .dds files to make custom icons tho? what program would i need?

#4
Eshme

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You will need a grafic program able to export and save dds files. Gimp does it, photoshop does it.



You basicallly paint one. I dont know the size of the picture, tho you can perhaps look at how big they are. Or just try. They are small afterall.

And then save.

And then put into an override directory to take effect in game. Although i imagine you need to do more than that, like an item to show that icon in the hotbar or so.



Well it is way easier to just read this page on the wiki

http://social.biowar...t/index.php/DDS

#5
Eshme

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Before you do anything with the toolset, i advise you you go to the main page, and select "getting started" and read that.

#6
Baracuda6977

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thank you for that, found a dds plugin and can now view and edit them,

oh and i did look at that home page, still a little cryptic but i think im understanding how the toolset works although i still cant add items to my inventory even following a tut verbatim:pinched:

#7
EJ42

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Please change the title of your thread. We don't want to give idiots the impression that they should be able to even download the toolset without screwing their computers up.

#8
Baracuda6977

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...anyways...

do new icon designs simply go in your override folder?

#9
Eshme

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I think so. Im a little confused with it myself. But when you make an module you should probably put it in the override of the module, to make it more managable i guess? But i think you need to export something once for the directory to be created. If that makes sense im not sure.

#10
Baracuda6977

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if i make a module that destroys my DA without editing the single player files can i just empty my export directory to fix it?

#11
Eshme

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Baracuda6977 wrote...

if i make a module that destroys my DA without editing the single player files


Im not sure what you mean.

#12
Baracuda6977

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i make a mod, export it to my game, stand alone and doesnt change any core files, and hit an infinite loop or something that breaks it, if i exit out and empty my export directory will it delete the mod and fix my game?

edit:
edit2:
got it in the mercs inventory, cannot figure out how to make a stun only grenade
all the grenade functions seem to be uniquely built into the toolset as such i can make my own acid flask, but not change its stats
i have OnHitEffect set to 'chance to stun' but it never fires off...

any idea how to solve this?

edit3:
i put in a ABI_base file thing to add in a custom item type but am unable to cause stuning, can cause VFXs but not stun...

edit4:
stole some code from the core files (copypasta wins) and got the nade to stun a single object in its vicinity,
only the one though :(
will continue to study it
although i have a sneaking suspicion no1 is looking at this thread anymore...

Modifié par Baracuda6977, 30 janvier 2010 - 11:02 .


#13
Baracuda6977

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SUCCESS MY STUN GRENADE WORKS!!!!!!! W00T!!!!



now, how would i make it so that wild sylvans drop these?

#14
Jenosavel

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I'm more of an artist than a programmer, so I'm figuring out resource editing and coding steps as I go along.  As such, I don't have much help to offer on your grenade question.

I can say, however, to make sure you put your custom files like your icon dds in your module's folder hierarchy and not the common areas that might be shared by multiple mods (as then your mod might break others, or worse yet, others might break your mod).  For example, if you're making an AddIn you want to use the override folders found under Bioware/Dragon Age/AddIns/YourModuleName/core/overrides/

It's much easier to find the packages/core/overrides folder, but as that's shared by everyone, there's no guarantee that someone else's mod won't overwrite your files there.

For holding daggers backwards, you'll probably have to make custom meshes.  Though keep in mind that I'm a 3D artist by trade, and when you have a hammer...

When you extract weapon models from the game they have a very specific orientation which corresponds to the hand they'll be held in.  You could rotate them into their new backwards position and re-export them to your module to achieve the effect you're going for.

You'll want tapz's command line tools for extracting existing art assets from the game. I couldn't get them to work for exporting things back to the game.  However ChewyGumball has a nicely working exporter for 3DSMax and GMax that will take meshes back into the toolset/game.

I honestly don't know if there's a rotation value coded somewhere that you could mess with instead. My instincts want to say it would be determined by a bone, which you'd rather not have to get into editing if you can help it. My instincts have been wrong more than once with this toolset, though.

Hope this helps!

#15
Jenosavel

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I haven't made a creature drop anything just yet, but I believe in each creature's inventory setting, there's a checkbox for if that item is droppable.



You'd have to find the wild sylvan resource file (probably in the single player mode, but you might get lucky and have it in core so its accessible right from your module), add your new item to its inventory, and make sure you check it as droppable.

#16
Baracuda6977

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o wow, yeah that could work



since i want a unique weapon model for the backwards daggers anyways, (blender is free right?) could i just model it in blender and export in in?


#17
Jenosavel

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Yeah.  There's a different exporter for working with Blender.  While I don't remember where that one is, I'm sure you can find it or someone who does around.

GMax is also free, so if you haven't learned one or the other yet, you've got a chance to pick your poison now. If you already know one, I'd say work with what you're most familiar with.

#18
Baracuda6977

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i have some trouble shooting to go with the sylvan drop, have to look into PRCSCR

hell, want to just make the models for me? i will be trying to get these to the community anyways :P

edit:
how do i get a golem to have a head?

Modifié par Baracuda6977, 03 février 2010 - 02:22 .


#19
Baracuda6977

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*bump*

shameless, i know but it would be worse to make a new thread right?

i need to pump the brakes a bit, any idea how to add a creature as a summon?
i'm busy working out other kinks so i cant test yet but is it just AddNonPartyFollower?

edit:
i need to go back even farther, can someone help me understand how to work with ITEM_ABILITY_UNIQUE_POWER_SINGLE_USE?

i dont understand what i need to tell my module script to grab to execute the summoning

edit2:
got the summon to work, sort of, can someone explain where it grabs its abilities, i have my custom creature set to only have the stealths yet when i summon him he ends up with shield bash and shield defense

anybody understand how to fix this?

Modifié par Baracuda6977, 07 février 2010 - 05:34 .