which are the steps for creating a new material, complete with color for weapons/armor?
New Material
Débuté par
Dark_Ansem
, févr. 20 2010 08:53
#1
Posté 20 février 2010 - 08:53
#2
Posté 20 février 2010 - 10:40
Well I haven't done it yet (though I intend to), so I can't give you a step by step process, but if you open up [install directory]\\tools\\Source\\2DA\\rules\\materialtypes.xls it should be pretty straightforward from there.
#3
Posté 21 février 2010 - 11:48
Perhaps one should wait until awakening. they are going to add 2 new materials (although, one is probably Gold).
#4
Posté 25 février 2010 - 09:03
I gave it a try, however, and I am confused.
#5
Posté 26 février 2010 - 04:58
There are basically two components to doing this.
The first part is creating a new tint using the material tint system. This tutorial on the wiki talks about how to do that. That's the part that re-colors existing items. Tinting is not specifically tied to materials; you can create a new item with a custom/override tint to give it any color you want.
The second part is creating the new material definition via materialrules.xls and materialtypes.xls, which are defined here. Do this by extending one or both of those 2DAs using the M2DA mechanism. This adds the new material to the game with the stat modifiers, cost, etc. that you specify. In materialtypes.xls, each definition includes a tint file to use. This tells DA:O to use that tint to re-color an item when it has that material. So you would create a custom base material in materialrules.xls, and then link it to to your custom tint via materialtypes.xls for armor, weapons, etc.
The first part is creating a new tint using the material tint system. This tutorial on the wiki talks about how to do that. That's the part that re-colors existing items. Tinting is not specifically tied to materials; you can create a new item with a custom/override tint to give it any color you want.
The second part is creating the new material definition via materialrules.xls and materialtypes.xls, which are defined here. Do this by extending one or both of those 2DAs using the M2DA mechanism. This adds the new material to the game with the stat modifiers, cost, etc. that you specify. In materialtypes.xls, each definition includes a tint file to use. This tells DA:O to use that tint to re-color an item when it has that material. So you would create a custom base material in materialrules.xls, and then link it to to your custom tint via materialtypes.xls for armor, weapons, etc.
#6
Posté 27 février 2010 - 07:14
thanks nezroy. I'll give it a try.
#7
Posté 29 mars 2010 - 12:26
Been off the forums for a while. Dunno if you're still watching this thread but this might help. It's a little Tutorial I wrote up.
http://social.biowar...3442/blog/1352/
http://social.biowar...3442/blog/1352/
#8
Posté 29 mars 2010 - 05:48
of course I am. thank you!





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