Modding is possible (guide)
#276
Posté 08 février 2010 - 09:41
#277
Posté 08 février 2010 - 09:42
Flash_in_the_flesh wrote...
Could someone remove the red stripes from terminus armor texture? This armor looks great whole black on art pictures.
The terminus is harder... I've done it with blue lines, but the overlays materials are hard to edit so the result on my edition is a Shiny Metal Terminus with Blue Lines under direct lightining, and Red lines on darker spaces.
Strange effect and way cool, but i dunno how to totally delete the red lines.
#278
Posté 08 février 2010 - 09:44
#279
Posté 08 février 2010 - 09:49
When you log the textures with Texmod you have to save the one with the strange colours and change the alpha channel.
Alpha channel shape and place is where the glow is and colour is intensity.
Example: 1st logo glow is fully white in the alpha channel and 2nd logo glow is 125 Grey in the channel
Now I just need to find out how to change the colour but I fear that it's a shader.
Modifié par l0stl0rd, 08 février 2010 - 09:50 .
#280
Posté 08 février 2010 - 09:49
2 unlock 4 shepherd
[SFXGame.SFXPlayerSquadLoadoutData]
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",UnlockPlotName=Tec_AssaultRifle)
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_FlakGun",UnlockPlotName=Tec_Shotgun)
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MassCannon",UnlockPlotName=Tec_SniperRifle)
you'll need to get a upgrade for the weapon you want.
change the bNotRegularWeaponGUI= to false to unlock the guns for the characters that can use them.
well goodnight
#281
Posté 08 février 2010 - 10:02
I PROMISE YOU 25 DOLLARS via paypal if someone can figure out how to activate the ammo counters on the guns we saw in the trailers pre launch. For some reason Bioware decided to remove this incredibly elegant and appealing sci-fi element. I will send the money to the first person who posts a complete and successful way to activate this on our guns.
This is for real. I will pay. I have a job and desperately want this, I feel kinda betrayed that ALL of the trailers showed this, yet the game itself lacks this element. So again:
25 DOLLARS TO THE FIRST THAT CAN ACTIVATE THE AMMO COUNTER ON THE GUNS
#282
Posté 08 février 2010 - 10:10
lincer556 wrote...
Flash_in_the_flesh wrote...
Could someone remove the red stripes from terminus armor texture? This armor looks great whole black on art pictures.
The terminus is harder... I've done it with blue lines, but the overlays materials are hard to edit so the result on my edition is a Shiny Metal Terminus with Blue Lines under direct lightining, and Red lines on darker spaces.
Strange effect and way cool, but i dunno how to totally delete the red lines.
I guess removing the glow would be enough. These red stripes are not bad idea, it's just too intensive, too aggressive.
On this picture http://masseffect.wi...nshot-027-o.jpg there are also red stripes but very delicate.
#283
Posté 08 février 2010 - 10:15
#284
Posté 08 février 2010 - 10:33
#285
Posté 08 février 2010 - 11:00
1: Does altering the players shield strength work somehow? Tried it multiple times and it doesn't work.
2: Where can I find the Geth-Pulse-Rifles stats for damage/accuracy etc?
#286
Posté 08 février 2010 - 11:15
#287
Posté 09 février 2010 - 12:57
Modifié par The Demonologist, 09 février 2010 - 12:59 .
#288
Posté 09 février 2010 - 01:11
k o o r i wrote...
Hey l0stl0rd,
using texmod can you extract this kind of texture?
I've tried to extract several types of textures, all of them sucessfully but this one kind i can never get it as a file, even though its listed in the log file.
Thanks in advance
That's the ''lightning'' overlay, that texture works as the light reciever in the game that makes the 2D texture into a fully 3D texture
#289
Posté 09 février 2010 - 02:05
Nerevar86 wrote...
Got two questions:
1: Does altering the players shield strength work somehow? Tried it multiple times and it doesn't work.
2: Where can I find the Geth-Pulse-Rifles stats for damage/accuracy etc?
1. You can tweak players,enemies and even henchmens shield and health strength by editing the ******HealthMultiplier under SFXGame.SFXDifficulty_Level . I haven't fully tested which is which but either the X or the Y value adjust Health and shield strength.
You wont notice a change in health and shield values in squad menu when you change these settings, but trust me they are noticeably different once they start shooting.
2. I havent tested it myself but i asume the geth rifle uses the global settings for damage which you find under [SFXGame.SFXWeapon]. Simply adding the Damage=(X=*,Y=*) setting should override the global setting. Havent tested myself tho.. too lazy. But it should work... in theory.
Modifié par ParasiteX, 09 février 2010 - 02:07 .
#290
Posté 09 février 2010 - 02:05
#291
Posté 09 février 2010 - 02:09
leorage wrote...
If possible, it will be cool to have the terminus amor (DLC armor) without the helmet to see the face of shep, do you think it's possible ? And how ?
Doesn't look very doable without editing the Model directly. And that wont happen until some egghead figures out how to re-compile the .pcc files.
lincer556 wrote...
k o o r i wrote...
Hey l0stl0rd,
using texmod can you extract this kind of texture?
I've tried to extract several types of textures, all of them sucessfully but this one kind i can never get it as a file, even though its listed in the log file.
Thanks in advance
That's the ''lightning'' overlay, that texture works as the light reciever in the game that makes the 2D texture into a fully 3D texture
Thats called a Normal Map en.wikipedia.org/wiki/Normal_mapping
Basically makes the texture look "bumpy" when light shines on it.
Best explanation would be that it is a trick that makes a low polygon model look like a high polygon model.
Modifié par ParasiteX, 09 février 2010 - 02:16 .
#292
Posté 09 février 2010 - 02:15
#293
Posté 09 février 2010 - 02:18
leorage wrote...
we can't work with mesh ? to bad. I use to play fallout and it's so easy de do this kind of this in this game (in th GECK)
Think models might be extractable.. Dont ask me how though not my field of expertize. But even if you can extract them theres the problem of putting em in the game.
On a sidenote: Anyone figured out how to edit stats on the DLC crap? Each time i make even the slightest change on the DLC ini files, the games DLC authorizations chews my ass off..
With the sweet new shotty coming tomorrow i was hoping to fix the crappy low ammo carry capacity which it will probably have like all the other shotguns..
Modifié par ParasiteX, 09 février 2010 - 02:48 .
#294
Posté 09 février 2010 - 02:50
Yep it's possible.
I have modified the terminus armor to let show the head but I need now to remove the texture of the helmet (with the alpha on the texture) this can be done ?
Modifié par leorage, 09 février 2010 - 02:55 .
#295
Posté 09 février 2010 - 03:21
leorage wrote...
I have just try the same thing ... ****ing DLC
Yep it's possible.
I have modified the terminus armor to let show the head but I need now to remove the texture of the helmet (with the alpha on the texture) this can be done ?
Use TextMod, extract the Alpha chanel, and in photoshop paint it on black (or white i cant remember you'll know it when you see it) and create a file with the Alpha, test it and share results
#296
Posté 09 février 2010 - 03:25
ParasiteX wrote...
On a sidenote: Anyone figured out how to edit stats on the DLC crap? Each time i make even the slightest change on the DLC ini files, the games DLC authorizations chews my ass off..
With the sweet new shotty coming tomorrow i was hoping to fix the crappy low ammo carry capacity which it will probably have like all the other shotguns..
There's a way creating a false DLC autorization, SADLY is used to DLC's piracy... So i'm not agree of doing that.
But if you bought it im kinda sure that there's nothing wrong with it...
I bought the game, DLC's and else, i know the utility but i won't post it..
#297
Posté 09 février 2010 - 03:36
#298
Posté 09 février 2010 - 04:04
(You can find the light armor in BIOP_CHAR.pcc as HMF_ARM_LGTb_MDL and HMM_ARM_LGTb_MDL)
Thanks in advance.
Modifié par tigimiop, 09 février 2010 - 04:05 .
#299
Posté 09 février 2010 - 07:10
You can download texmod here:http://www.tombraiderhub.com/tr7/modding/texmod/download/texmod.zip
#300
Posté 09 février 2010 - 09:12




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