Model Editing issues OL2.2 -1 reply

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roadkill92

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#1 11 years ago

Hey guys

I've basically done a re-skin of the Duty SEVA suit and duplicated the mesh and changed the strings with a hex editor so it fits.

Anyway I'm up to the stage when I want to make it visible in game.

I'm a bit confused as to what to put in the unique_items file values for the appearance of the model the rest of the values are fine.

I've also added an inventory icon and an icon for the appearance of the armour when Strelok wears it but I have no idea how to reference them so the model uses them in game apparently you count the pixels? how would I do that?

ui_icons_actor_amk.jpg

These are the files I was referring too and the circled armours are my ones that I don't know how to implement into the game.

Roadkill




Dan7e

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#2 11 years ago

Hi! Do this: in the program where you edited the pic, select an about a 128px width and 320px height square around the icon, place it, where it will surround this icon, but not touching any other of the icons around this one. Now remeber the left-top point of the selected square(the x value and y value), as well the height and width value. Now go to the config/ui folder search for a file: ui_icons_npc. In this file you adds a name to that selected square. Something like this: These are the values of the original seva suit. Copy this row and change the x, y, width, height values to what you got in the draw program, and at the end rename the id, between the ""s.for ex. texture id="npc_icon_new_scientific_outfit". Then open the unique items in th econfig/misc folder and after the last unique outfit in the list add your own. You only have to add the row that you'd like to change for ex. if you only want to change the texture of the outfit then and something like this:

[outfit_new_scientific]:scientific_outfit ;Ŕíîěŕëüíŕ˙ ęóđňęŕ íîâč÷ęŕ $spawn = "outfit\uniq\outfit_new scientific" inv_name = scinetific_new_outfit_name_m ;(id for the name in the config/text/eng/string_table_outfit.xml file) inv_name_short = scinetific_new_outfit_name_m(id for the name in the config/text/eng/string_table_outfit.xml file) description = scinetific_new_outfit_description_m(id for the description in the config/text/eng/string_table_outfit.xml file) visual = equipments\stalker_sum1.ogf ;(This will be the ogf file of the 3d model of the suit on the ground) actor_visual = actors\neytral\stalker_neytral_hood_9.ogf ;(THis will be the 3d model of the npc, or you if wearing the suit) full_icon_name = npc_icon_scientific_outfit ;(and this is the id that you've added in the ui_icons_npc file) ;(if you want to change the inventory icon of the suit, you can add the points where you've placed the new icon in the ui_icons_equipment.dds file in the textures/ui folder - watch out it has a grid, so it uses the grid's square's as a value not the exact place in pxile points) inv_grid_x = 12 inv_grid_y = 21 ; TODO Óěĺíüřčňü čçíîń

And you can add additional properties from the outfit.ltx, scientific_outfit section.

This is all you need to add this to the game. The game won't use it until you add to some vendors or as a reward. The most easiest way is to add the item to a secret stash, because thare's a lot useless stash in the game: it is in the config/misc file: treasure_manager.ltx

look for a stash that you prefer and change the "item" row: for example fang's secret stash in pripyat Change in this section the items from this:

[pri_secret_0003] ;"Fang's goodies" target = 5254 name = pri_secret_0003_name description = pri_secret_0003_description items = outfit_exo_m1 condlist = {=actor_on_level(l08_yantar)} 5 community = stalker

to this:

[pri_secret_0003] ;"Fang's goodies" target = 5254 name = pri_secret_0003_name description = pri_secret_0003_description items = outfit_exo_m1, outfit_new_scientific condlist = {=actor_on_level(l08_yantar)} 5 community = stalker

And you'll find a brand new suit in the coffin of Fang... Hope I helped. :)




roadkill92

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#3 11 years ago

Cheers man that helped heaps

Do you think this would work?

[outfit_Ecocombat]:Ecocombat_outfit

$spawn = "outfit\uniq\outfit_Ecocombat" inv_name = Ecocombat_outfit_name_m1 inv_name_short = Ecocombat_outfit_name_m1 description = Ecocombat_outfit_description_m1 actor_visual = actors\dolg\stalker_do_nauchniy_eco.ogf visual = equipments\stalker_dolg_nauchniy_suit.ogf full_icon_name = npc_icon_Ecocombat_outfit inv_grid_x = 32 inv_grid_y = 23 nightvision_sect = effector_nightvision_good cost = 4500

additional_inventory_weight = 10

health_restore_speed = 0.0 satiety_restore_speed = 0.0 power_restore_speed = 0.0

power_loss = 0.2

sprint_allowed = true

immunities_sect = sect_Ecocombat_outfit_immunities

burn_protection = 30.0 strike_protection = 80.0 shock_protection = 30.0 wound_protection = 80.0 radiation_protection = 90.0 telepatic_protection = 60.0 chemical_burn_protection = 30.0 explosion_protection = 50.0 fire_wound_protection = 80.0

[sect_Ecocombat_outfit_immunities] burn_immunity = -0.0 strike_immunity = -0.0 shock_immunity = -0.0 wound_immunity = -0.0 radiation_immunity = -0.5 telepatic_immunity = -0.0 chemical_burn_immunity = -0.0 explosion_immunity = -0.0 fire_wound_immunity = -0.0




Dan7e

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#4 11 years ago

Change the first row from this:

[outfit_Ecocombat]:Ecocombat_outfit

to this: if it is a seva

[outfit_Ecocombat]:scientific_outfit

The second name should point the basic outfit in the outfit.ltx. (like for the reinforced suit - the merc suit with upgraded night vision) [outfit_killer_m1]:killer_outfit -> outfit_killer_m1 is the reinforced suit and killer_outfit is the merc_suit.

Cheers and have fun :D




roadkill92

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#5 11 years ago

Cheers mate

is this the case even if I have made a new texture? and copied and altered the original mesh?




Dan7e

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#6 11 years ago

Only if You'd like to use both the original texture and the one You've edited. If You only change the texture without renaming it, the original model will have the new texture. If You change both mesh and texture, but without renaming the mesh, same ending. But to use both texture, You need to create a complete new suit, and change the values that determines the visuals of it. That way You'll have both the original model with original textures, and You'll have a similar, but new model, with the new texture. :)

Hope I didn't missunderstand your question.:):) Cheers!




roadkill92

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#7 11 years ago

Okay I've added the item to the game and to the trader_trader file so It can be purchased from the first merchant in cordon. But the problem is I can't see it there to buy.

Here are the files I have

unique_items

[outfit_Ecocombat]:scientific_outfit

$spawn = "outfit\uniq\outfit_Ecocombat" inv_name = Ecocombat_outfit_name_m1 inv_name_short = Ecocombat_outfit_name_m1 description = Ecocombat_outfit_description_m1 actor_visual = actors\dolg\stalker_do_nauchniy_eco.ogf visual = equipments\stalker_dolg_nauchniy_suit.ogf full_icon_name = npc_icon_Ecocombat_outfit inv_grid_x = 32 inv_grid_y = 23 nightvision_sect = effector_nightvision_good cost = 4500

additional_inventory_weight = 10

health_restore_speed = 0.0 satiety_restore_speed = 0.0 power_restore_speed = 0.0

power_loss = 0.2

sprint_allowed = true

immunities_sect = sect_Ecocombat_outfit_immunities

burn_protection = 30.0 strike_protection = 80.0 shock_protection = 30.0 wound_protection = 80.0 radiation_protection = 90.0 telepatic_protection = 60.0 chemical_burn_protection = 30.0 explosion_protection = 50.0 fire_wound_protection = 80.0

[sect_Ecocombat_outfit_immunities] burn_immunity = -0.0 strike_immunity = -0.0 shock_immunity = -0.0 wound_immunity = -0.0 radiation_immunity = -0.5 telepatic_immunity = -0.0 chemical_burn_immunity = -0.0 explosion_immunity = -0.0 fire_wound_immunity = -0.0

This is the part of the Trader_trader file

;OUTFITS novice_outfit = 0.4, 0.1 bandit_outfit = 0.4, 0.1 killer_outfit = 0.4, 0.1 monolit_outfit = 0.4, 0.1 soldier_outfit = 0.4, 0.1 specops_outfit = 0.4, 0.1 military_outfit = 0.4, 0.1 stalker_outfit = 0.4, 0.1 scientific_outfit = 0.4, 0.1 exo_outfit = 0.4, 0.1 svoboda_light_outfit = 0.4, 0.1 svoboda_heavy_outfit = 0.4, 0.1 dolg_outfit = 0.4, 0.1 dolg_scientific_outfit = 0.4, 0.1 ecolog_outfit = 0.4, 0.1 protection_outfit = 0.4, 0.1 outfit_Ecocombat = 1, 3

String table outfit

Ever since the zone was spawned Ecologists worldwide have attempted to explore and study the zone to further their knowledge and to create new weapons and technologies. Due to the caustic Nature of the zone Military support is often very limited and this forces some Scientists to venture out into the zone with their own protection teams. These daring expeditions are often wrought with failure as the zones terrors kill scientists en mass. A Scientist name Krugov who was battle hardened with many of the zones terrors began working on a combat suit for scientists that could allows them to cope with the zones Mutants and Stalkers. Krugov then used these suits with a combination of combat training to make effective convoy protection for his peers P99 Combat Ecologist Suit

Ui Icons npc

Anything wrong?

Cheers




Dan7e

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#8 11 years ago

Okay. The problem is you've added this to that section in the trader's file, where what is in that list, is what Sidorovich can actually buy from you. You need to add this to the sections of 'supl' and 'trade'. In those sections you can determine how many Sid will have of the item (the 'supl') and how much does the item cost (the 'trade'). I suggest to simply copy the numbers from another outfit to yours. Like this: [start_buy] ... protection_outfit = 0.4, 0.1 outfit_Ecocombat = 0.4, 0.1

[start_supl] ... protection_outfit = 1, 1 outfit_Ecocombat = 1, 1

[start_trade] ... protection_outfit = 1, 4 outfit_Ecocombat = 1, 4

Of course if you want to see this item after a particular quest you need to add to that section. Like [after_brain_supl]. This is for barman for ex. you can buy the items below this title right after you've done the x16 quest. So I think thats it. See ya!