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Full Version: Adding new weapon and armor (re-textured) - an in-depth analysis
ALTAR games official forum > UFO: Aftershock > UFO:AS Modding
TrashMan
COMPLETE PROCEDURE TO GET RETEXTURED WEAPONS AND ARMOR WORKING IN-GAME

-----------------
FYI, I unpacked weaponreblancedmod.vfs and put all my new files in there, edited the existing ones and re-pakced it.

----------------------------------------
STEP 1 - getting the model files
----------------------------------------


So firstly, I copied from the gamedata the following files (into weaponrebalancemod/tactical/models/units/humans/):

tactical/models/units/humans/human_heavy_female.txt
tactical/models/units/humans/human_heavy_male
tactical/models/units/humans/human_heavybackpack_female
tactical/models/units/humans/human_heavybackpack_male
tactical/models/units/humans/human_medium_female
tactical/models/units/humans/human_medium_male
tactical/models/units/humans/human_medium_helmet_female
tactical/models/units/humans/human_medium_helmet_male
tactical/models/units/humans/human_mediumbakpack_female
tactical/models/units/humans/human_mediumbackpack_male



and re-named them to:
human_heavy_femcom.txt
human_heavy_mcom
human_heavybackpack_femcom
human_heavybackpack_mcom
human_medium_fem666
human_medium_m666

... (the same naming convention for other files)

NOTE - the old name and new name havo to have the same number of charachters!



And also I copied

tactical/models/weapons/hk-g11.txt


and re-named it to xaw-95.txt

--------------------------------------
STEP 2 - finding the textures
--------------------------------------



Copied the .dds textures from tactical/textures/units/humans

mediumsolider.dds
heavysoldier.dds
bag_human_heavy.dds
(and of course, the _specular maps)



Edited the textures in photoshop and saved them as:

mediumsocblck.dds (which stands for medium S.O.C. black)
heavycommarm.dds
bag_human_hcomm.dds (specual ones I just re-named, didn't edit them)



Copied also the kh-g11.dds from tactical/textures/weapons/humans, edited it and re-named it to xaw-95.dds


NOTE - it is very important to save with the correct number of mip maps. What DTX setting you use isn't that important, but keep hte MIP MAP number the following:

armors - 10
backpacks - 9
weapons - 8


-----------------------------------------
STEP 3 - adding your new textures to the models
-----------------------------------------


Opened all the files in step 1 and changed the paths to point towards the new textures. (the stuff found in the first 4 rows)

so it goes somethnig like this:

#!BIN#MODEL# MODEL noname    #lgwsave#   %i-2_human_heavy - 
 Tactical/Textures/units/humans/heavycommarm.dds   F  
  + 4   2
  Tactical/Textures/units/humans/heavycommarm_specular.dds   F  
  + 4   2
  Tactical/Textures/units/humans/heavysoldier_normal.dds   F  
  + 4   2  )  diffuseMap   glossMap   normalMap   specular   heatEmitter     normalTex    !  "  #   shininess  
!  " A#   heatFactor    !  " ţ˙˙˙#                 
helmetslot   


Etc... there's a whole lot of gibberish after this
The bolded parts are the one of interest. They now point to my new .dd insted of the old one.
You can use the old specular map if you want to, so basicly, just the first one needs changing.

IT'S HIGHLY RECCOMENDED YOU USE A HEX EDITOR TO CHANGE THESE VALUES!
There are a lot of freeware ones that are good, like XVI32.


-----------------------------------------
STEP 4 - editing the armor_sr.txt
-----------------------------------------

Edited the share/configs/units/armor_sr.txt

Increased the top array by 6 and added this:


SubArmour_sr RECORD
_armour_name STR "Heavy Commando armour"
_subrace_name STR "Male"
variant INT 1
actor INT 0
head INT 0
in_game STR "tactical/models/units/humans/human_heavy_mcom.txt"
torso STR "tactical/models/units/humans/heads/torso_m_heavy.txt"
backpack STR "tactical/models/units/humans/human_heavybackpack_mcom.txt"
particle STR "tactical/particles/na-use.pgrp"
END_OF_SubArmour_sr
SubArmour_sr RECORD
_armour_name STR "Heavy Commado armour"
_subrace_name STR "Female"
variant INT 1
actor INT 0
head INT 0
in_game STR "tactical/models/units/humans/human_heavy_femcom.txt"
torso STR "tactical/models/units/humans/heads/torso_f_heavy.txt"
backpack STR "tactical/models/units/humans/human_heavybackpack_femcom.txt"
particle STR "tactical/particles/na-use.pgrp"
END_OF_SubArmour_sr
SubArmour_sr RECORD
_armour_name STR "Medium SOC armour"
_subrace_name STR "Male"
variant INT 1
actor INT 0
head INT 1
in_game STR "tactical/models/units/humans/human_medium_m666.txt"
torso STR "tactical/models/units/humans/heads/torso_m_medium.txt"
backpack STR "tactical/models/units/humans/human_mediumbackpack_m666.txt"
particle STR "tactical/particles/na-use.pgrp"
END_OF_SubArmour_sr
SubArmour_sr RECORD
_armour_name STR "Medium SOC helmet"
_subrace_name STR "Male"
variant INT 1
actor INT 0
head INT 0
in_game STR "tactical/models/units/humans/human_medium_helmet_m666.txt"
torso STR "tactical/models/units/na_torso.txt"
backpack STR "tactical/models/units/na_backpack.txt"
particle STR "tactical/particles/na-use.pgrp"
END_OF_SubArmour_sr

SubArmour_sr RECORD
_armour_name STR "Medium SOC armour"
_subrace_name STR "Female"
variant INT 1
actor INT 0
head INT 1
in_game STR "tactical/models/units/humans/human_medium_fem666.txt"
torso STR "tactical/models/units/humans/heads/torso_f_medium.txt"
backpack STR "tactical/models/units/humans/human_mediumbackpack_fem666.txt"
particle STR "tactical/particles/na-use.pgrp"
END_OF_SubArmour_sr
SubArmour_sr RECORD
_armour_name STR "Medium SOC helmet"
_subrace_name STR "Female"
variant INT 1
actor INT 0
head INT 0
in_game STR "tactical/models/units/humans/human_medium_helmet_fem666.txt"
torso STR "tactical/models/units/na_torso.txt"
backpack STR "tactical/models/units/na_backpack.txt"
particle STR "tactical/particles/na-use.pgrp"
END_OF_SubArmour_sr


-------------------------------------------
STEP 5 - putting the equipment in
-------------------------------------------

Added this to the strategic/configs/stratgame/equipment/equipment.txt


SubEquipment RECORD
id INT 423 <----------- THIS NUMBER IS VERY IMPORTANT
name STR "Automag V"
equipslot STR "Hand"
sortcode STR "Firearm"
hit_points INT 400
building STR "Basic human factory"
time FLT 1
weight FLT 1800
origin STR "conventional"
shape INT 4 ;"2x2"
twoHanded BOOL FALSE
mfg_tech STR "Basic human weapons"
use_tech STR "Initial knowledge"
ready BOOL FALSE
empssensitive BOOL FALSE
cost_hum INT 10
cost_cyb INT 8
cost_psi INT 0
start_quant INT 1
anim_type STR "one-handed"
righthandhelper STR "parent_one-handed"
lefthandhelper STR "parent_leftgun"
model STR "tactical/models/weapons/humans/eagle.txt" <---- this line stays the same as it uses the standard model and textures
iface_model STR "tactical/models/weapons/humans/eagle.txt"
camera STR "tactical/configs/cameras/camera_pistol.txt"
lights STR "tactical/configs/lights/na-itemlights.txt.txt"
skeleton STR "tactical/anims/no_skel.txt"
gloss_model STR "share/models/interface/opt/ufopedia/equip/controleagle.txt"
_use_ability_name STR "No training"
;prerequisites
PTR 0
;armour
PTR 0
;firearm
PTR 1
Firearm Firearm RECORD
caliber INT 17 ;".50AE"
capacity INT 7
reload_time INT 1.8
reload_sound STR "share/sound/wavs/equip/reload/handgun.wav"
consumption FLT 1
END_OF_Firearm
;selfammo
PTR 0
;receptacle
PTR 1
Receptacle
Recepts RECORD
inventorypanel STR "Weapon"
ListOfReceptPoint ARRAY 2
INT 0 ;"Classic scope"
INT 23 ;"Small underbarrel"
END_OF_ListOfReceptPoint
END_OF_Recepts
;addon
PTR 0
;autonom
PTR 0
;ammo
PTR 0
;upgrade
PTR 0
;thrown
PTR 0
;ranged
PTR 1
Ranged Ranged RECORD
range FLT 35
accuracy FLT 20
time FLT 0.4
recoil FLT 5
type STR "Gun"
detection STR "Visibility"
propelled BOOL F
power FLT 0
longshot FLT 1.2
snapshot FLT 0.5
flight_particle STR "tactical/particles/energy groups/projectile.pgrp"
trail_particle STR "tactical/particles/na-use.pgrp"
END_OF_Ranged
;rangeimprover
PTR 0
;mode
PTR 1
Mode
Modes RECORD
ListOfMode ARRAY 1
SubMode RECORD
index INT 1 ;"single"
isammo STR "Req"
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 1
Influencer Influencer RECORD
auto BOOL F
area STR "Target"
damage STR "Ammo"
effect INT 1
time FLT 0
strength FLT 500
radius FLT 0
pellets INT 1
skill STR "<blank>"
detection STR "<blank>"
rounds INT 1
noise FLT 1
light FLT 1
infra FLT 1
stance STR "All"
animation STR "Fire"
class STR "Close"
isdamage STR "Yes"
use_particle STR "tactical/particles/gun groups/human/handgun_group.pgrp"
aim_particle STR "tactical/particles/na-use.pgrp"
impact_particle STR "tactical/particles/na-use.pgrp"
use_sound STR "share/sound/wavs/equip/use/eagle01.wav"
sound_volume INT 90
volume_dev INT 10
END_OF_Influencer
END_OF_SubMode
END_OF_ListOfMode
END_OF_Modes
END_OF_SubEquipment
;--------
SubEquipment RECORD
id INT 424
name STR "XAW-95 Vindicator"
equipslot STR "Hand"
sortcode STR "Firearm"
hit_points INT 600
building STR "Basic human factory"
time FLT 3
weight FLT 3800
origin STR "conventional"
shape INT 7 ;"5x2"
twoHanded BOOL TRUE
mfg_tech STR "Advanced assault rifles blueprints"
use_tech STR "Initial knowledge"
ready BOOL FALSE
empssensitive BOOL FALSE
cost_hum INT 12
cost_cyb INT 5
cost_psi INT 0
start_quant INT 1
anim_type STR "double-handed"
righthandhelper STR "parent_double-handed"
lefthandhelper STR "parent_leftgun"
model STR "tactical/models/weapons/humans/xaw-95.txt" <---- this line is changed to point to my new file
iface_model STR "tactical/models/weapons/humans/hk-g11.txt"
camera STR "tactical/configs/cameras/camera_rifle.txt"
lights STR "tactical/configs/lights/na-itemlights.txt.txt"
skeleton STR "tactical/anims/no_skel.txt"
gloss_model STR "share/models/interface/opt/ufopedia/equip/controlhk-33.txt"
_use_ability_name STR "No training"
;prerequisites
PTR 0
;armour
PTR 0
;firearm
PTR 1
Firearm Firearm RECORD
caliber INT 18 ;"4.7mm caseless"
capacity INT 100
reload_time INT 5.0
reload_sound STR "share/sound/wavs/equip/reload/assault.wav"
consumption FLT 1
END_OF_Firearm
;selfammo
PTR 0
;receptacle
PTR 1
Receptacle
Recepts RECORD
inventorypanel STR "Weapon"
ListOfReceptPoint ARRAY 3
INT 0 ;"Classic scope"
INT 1 ;"Classic muzzle"
INT 2 ;"Classic underbarrel"
END_OF_ListOfReceptPoint
END_OF_Recepts
;addon
PTR 0
;autonom
PTR 0
;ammo
PTR 0
;upgrade
PTR 0
;thrown
PTR 0
;ranged
PTR 1
Ranged Ranged RECORD
range FLT 36
accuracy FLT 26
time FLT 0.1
recoil FLT 3
type STR "Gun"
detection STR "Visibility"
propelled BOOL F
power FLT 0
longshot FLT 1.4
snapshot FLT 0.4
flight_particle STR "tactical/particles/energy groups/projectile.pgrp"
trail_particle STR "tactical/particles/na-use.pgrp"
END_OF_Ranged
;rangeimprover
PTR 0
;mode
PTR 1
Mode
Modes RECORD
ListOfMode ARRAY 2
SubMode RECORD
index INT 1 ;"single"
isammo STR "Req"
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 1
Influencer Influencer RECORD
auto BOOL F
area STR "Target"
damage STR "Ammo"
effect INT 1
time FLT 0
strength FLT 300
radius FLT 0
pellets INT 1
skill STR "<blank>"
detection STR "<blank>"
rounds INT 1
noise FLT 1
light FLT 1
infra FLT 1
stance STR "All"
animation STR "Fire"
class STR "Rifles"
isdamage STR "Yes"
use_particle STR "tactical/particles/gun groups/human/assault rifle_group.pgrp"
aim_particle STR "tactical/particles/na-use.pgrp"
impact_particle STR "tactical/particles/na-use.pgrp"
use_sound STR "share/sound/wavs/equip/use/hk-3301.wav"
sound_volume INT 90
volume_dev INT 10
END_OF_Influencer
END_OF_SubMode
SubMode RECORD
index INT 2 ;"burst"
isammo STR "Req"
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 1
Influencer Influencer RECORD
auto BOOL F
area STR "Target"
damage STR "Ammo"
effect INT 1
time FLT 0
strength FLT 300
radius FLT 0
pellets INT 1
skill STR "<blank>"
detection STR "<blank>"
rounds INT 10
noise FLT 1
light FLT 1
infra FLT 1
stance STR "All"
animation STR "Fire"
class STR "Rifles"
isdamage STR "Yes"
use_particle STR "tactical/particles/gun groups/human/assault rifle_group.pgrp"
aim_particle STR "tactical/particles/na-use.pgrp"
impact_particle STR "tactical/particles/na-use.pgrp"
use_sound STR "share/sound/wavs/equip/use/hk-3302.wav"
sound_volume INT 90
volume_dev INT 10
END_OF_Influencer
END_OF_SubMode
END_OF_ListOfMode
END_OF_Modes
END_OF_SubEquipment

SubEquipment RECORD
id INT 425
name STR "Heavy Commando armour"
equipslot STR "Armour"
sortcode STR "HumanDress"
hit_points INT 100
building STR "Advanced human factory"
time FLT 5
weight FLT 12550
origin STR "developed"
shape INT 9 ;"Body"
twoHanded BOOL FALSE
mfg_tech STR "Heavy armour blueprints"
use_tech STR "Initial knowledge"
ready BOOL FALSE
empssensitive BOOL FALSE
cost_hum INT 25
cost_cyb INT 10
cost_psi INT 5
start_quant INT 0
anim_type STR ""
righthandhelper STR ""
lefthandhelper STR ""
model STR "tactical/models/units/humans/human_heavy_mcom.txt" <---- this line is changed to point to my new file
iface_model STR "tactical/models/armors/humans/h_armour.txt"
camera STR "tactical/configs/cameras/camera_bodyparts_harmour.txt"
lights STR "tactical/configs/lights/na-itemlights.txt.txt"
skeleton STR "tactical/anims/no_skel.txt"
gloss_model STR "share/models/interface/opt/ufopedia/equip/controlh_armour.txt"
_use_ability_name STR "Heavy equipment"
;prerequisites
PTR 0
;armour
PTR 1
Armour
Armours RECORD
backpack BOOL T
sound_material STR "HeavyArmour"
ListOfProtection ARRAY 13
;"Soft"
FLT 0.1
;"Hard"
FLT 0.4
;"Laser"
FLT 0.3
;"Plasma"
FLT 0.35
;"Warp"
FLT 0.6
;"Sonic"
FLT 0.25
;"Blade"
FLT 0.1
;"Burn"
FLT 0.3
;"Explosive"
FLT 0.3
;"EMP"
FLT 0.8
;"Psi"
FLT 0.45
;"Friend"
FLT 1
;"Medic"
FLT 0.8
END_OF_ListOfProtection
END_OF_Armours
;firearm
PTR 0
;selfammo
PTR 0
;receptacle
PTR 1
Receptacle
Recepts RECORD
inventorypanel STR "HeavyArmour"
ListOfReceptPoint ARRAY 2
INT 12 ;"Helmet slot"
INT 15 ;"Armour slot"
END_OF_ListOfReceptPoint
END_OF_Recepts
;addon
PTR 0
;autonom
PTR 0
;ammo
PTR 0
;upgrade
PTR 0
;thrown
PTR 0
;ranged
PTR 0
;rangeimprover
PTR 0
;mode
PTR 1
Mode
Modes RECORD
ListOfMode ARRAY 1
SubMode RECORD
index INT 0 ;"None"
isammo STR "No"
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 1
Influencer Influencer RECORD
auto BOOL F
area STR "Owner"
damage STR "Friend"
effect INT 12
time FLT 0
strength FLT 1
radius FLT 0
pellets INT 0
skill STR "Agility"
detection STR "<blank>"
rounds INT 0
noise FLT 0
light FLT 0
infra FLT 0
stance STR "All"
animation STR "None"
class STR "Undefined"
isdamage STR "Yes"
use_particle STR "tactical/particles/na-use.pgrp"
aim_particle STR "tactical/particles/na-use.pgrp"
impact_particle STR "tactical/particles/na-use.pgrp"
use_sound STR "share/sound/wavs/equip/use/empty.wav"
sound_volume INT 0
volume_dev INT 0
END_OF_Influencer
END_OF_SubMode
END_OF_ListOfMode
END_OF_Modes
END_OF_SubEquipment

SubEquipment RECORD
id INT 426
name STR "Medium SOC armour"
equipslot STR "Armour"
sortcode STR "HumanDress"
hit_points INT 70
building STR "Basic human factory"
time FLT 2.33
weight FLT 6100
origin STR "developed"
shape INT 9 ;"Body"
twoHanded BOOL FALSE
mfg_tech STR "Medium armour blueprints"
use_tech STR "Initial knowledge"
ready BOOL FALSE
empssensitive BOOL FALSE
cost_hum INT 18
cost_cyb INT 8
cost_psi INT 3
start_quant INT 0
anim_type STR ""
righthandhelper STR ""
lefthandhelper STR ""
model STR "tactical/models/units/humans/human_medium_m666.txt"
iface_model STR "tactical/models/armors/humans/m_armour.txt"
camera STR "tactical/configs/cameras/camera_bodyparts.txt"
lights STR "tactical/configs/lights/na-itemlights.txt.txt"
skeleton STR "tactical/anims/no_skel.txt"
gloss_model STR "share/models/interface/opt/ufopedia/equip/controlm_armour.txt"
_use_ability_name STR "No training"
;prerequisites
PTR 0
;armour
PTR 1
Armour
Armours RECORD
backpack BOOL T
sound_material STR "MediumArmour"
ListOfProtection ARRAY 13
;"Soft"
FLT 0.4
;"Hard"
FLT 0.6
;"Laser"
FLT 0.6
;"Plasma"
FLT 0.6
;"Warp"
FLT 0.85
;"Sonic"
FLT 0.6
;"Blade"
FLT 0.4
;"Burn"
FLT 0.5
;"Explosive"
FLT 0.6
;"EMP"
FLT 1
;"Psi"
FLT 0.9
;"Friend"
FLT 1
;"Medic"
FLT 0.9
END_OF_ListOfProtection
END_OF_Armours
;firearm
PTR 0
;selfammo
PTR 0
;receptacle
PTR 1
Receptacle
Recepts RECORD
inventorypanel STR "OtherCompose"
ListOfReceptPoint ARRAY 1
INT 15 ;"Armour slot"
END_OF_ListOfReceptPoint
END_OF_Recepts
;addon
PTR 0
;autonom
PTR 0
;ammo
PTR 0
;upgrade
PTR 0
;thrown
PTR 0
;ranged
PTR 0
;rangeimprover
PTR 0
;mode
PTR 1
Mode
Modes RECORD
ListOfMode ARRAY 1
SubMode RECORD
index INT 0 ;"None"
isammo STR "No"
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 0
END_OF_SubMode
END_OF_ListOfMode
END_OF_Modes
END_OF_SubEquipment

SubEquipment RECORD
id INT 427
name STR "Medium SOC helmet"
equipslot STR "Helmet"
sortcode STR "HumanDress"
hit_points INT 50
building STR "Basic human factory"
time FLT 1.5
weight FLT 1250
origin STR "developed"
shape INT 8 ;"Head"
twoHanded BOOL FALSE
mfg_tech STR "Medium armour blueprints"
use_tech STR "Initial knowledge"
ready BOOL FALSE
empssensitive BOOL FALSE
cost_hum INT 6
cost_cyb INT 4
cost_psi INT 1
start_quant INT 0
anim_type STR ""
righthandhelper STR ""
lefthandhelper STR ""
model STR "tactical/models/units/humans/human_medium_helmet_m666.txt"
iface_model STR "tactical/models/armors/humans/m_helmet.txt"
camera STR "tactical/configs/cameras/camera_headequip.txt"
lights STR "tactical/configs/lights/na-itemlights.txt.txt"
skeleton STR "tactical/anims/no_skel.txt"
gloss_model STR "share/models/interface/opt/ufopedia/equip/controlm_helmet.txt"
_use_ability_name STR "No training"
;prerequisites
PTR 0
;armour
PTR 1
Armour
Armours RECORD
backpack BOOL F
sound_material STR "MediumArmour"
ListOfProtection ARRAY 13
;"Soft"
FLT 0.75
;"Hard"
FLT 0.85
;"Laser"
FLT 0.85
;"Plasma"
FLT 0.85
;"Warp"
FLT 0.9
;"Sonic"
FLT 0.9
;"Blade"
FLT 0.8
;"Burn"
FLT 0.8
;"Explosive"
FLT 0.8
;"EMP"
FLT 1
;"Psi"
FLT 0.9
;"Friend"
FLT 1
;"Medic"
FLT 1
END_OF_ListOfProtection
END_OF_Armours
;firearm
PTR 0
;selfammo
PTR 0
;receptacle
PTR 1
Receptacle
Recepts RECORD
inventorypanel STR "OtherCompose"
ListOfReceptPoint ARRAY 1
INT 12 ;"Helmet slot"
END_OF_ListOfReceptPoint
END_OF_Recepts
;addon
PTR 0
;autonom
PTR 0
;ammo
PTR 0
;upgrade
PTR 0
;thrown
PTR 0
;ranged
PTR 0
;rangeimprover
PTR 0
;mode
PTR 1
Mode
Modes RECORD
ListOfMode ARRAY 1
SubMode RECORD
index INT 0 ;"None"
isammo STR "No"
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 0
END_OF_SubMode
END_OF_ListOfMode
END_OF_Modes
END_OF_SubEquipment



AGAIN, DON'T FORGET TO INCREASE THE TOP ARRAY COUNT

---------------------------------
STEP 6 - adding itmes to research
---------------------------------

Added this to strategic/configs/stratgame/research/research_item.txt


SubResearch_Item RECORD
_res_item_name STR "Handgun"
_equip_item_name STR "Automag V"
END_OF_SubResearch_Item
SubResearch_Item RECORD
_res_item_name STR "Firearm"
_equip_item_name STR "Automag V"
END_OF_SubResearch_Item
SubResearch_Item RECORD
_res_item_name STR "Firearm"
_equip_item_name STR "XAW-95 Vindicator"
END_OF_SubResearch_Item
SubResearch_Item RECORD
_res_item_name STR "Advanced assault rifle"
_equip_item_name STR "XAW-95 Vindicator"
END_OF_SubResearch_Item



And I forgot to increase the array on top of the file by 4.. DUH! Maby that's why it didn't work... LOL Let's continue...
(Strangely, this file doesn't have entries for human amrors at all)


----------------------------
STEP 8 - adding item descriptions
----------------------------


Unpack the localization.vfs and edit the following file system/pack.txt

Look for the following lines:

STR_RES
ID "Equipment/423::SHORT_NAME"
LOCALE "Automag V"
END_OF_STR_RES
STR_RES
ID "Equipment/423::NAME"
LOCALE "Automag V"
END_OF_STR_RES
STR_RES
ID "Equipment/423::SHORT_DESCRIPTION"
LOCALE "Packing a slightly bigger punch, and being more accurate and faster than the Desert Eagle, this .50AE hand cannon is a good choice for ambidextrous soldiers.<BR>Our Basic Weapon Factories can manufacture the Automag V."
END_OF_STR_RES



PAY ATTENTION TO THE ID EQUIPMENT NUMBER! It corresponds to the one in the equipment.txt

The above is the entry for a single item, remember that all 3 equuipment ID's have to be the same!
Just add the same for other items.


Now, once you edited that, re-pack the LocalizationPack.vfs and after that run vfstool md5 LocalizationPack.vfs to set the MD5 correctly, or else the game will crash!


-------------------------------
You're done! the new weapons and armor should now work in-game!
ShadoWarrior
First, are you aware that there's already a .50AE pistol in my mod?

Second, that the official descriptions of most of the various fields (many of which you don't seem to know what they're for yet) are available on a Wiki site for AS modders, which you can gain access rights to by asking Altar to join their official modders team? As a matter of fact, that's why the material you think is missing you haven't seen on this public forum. Because it's already available to the modders group.

Third, that much of what you've been posting the past few days has already been posted before (though not as seperate topics)? A lot can be found in my mod's rather large thread (as Avenger pointed out).

And last, but not least, that the forum has a very nice SEARCH function which allows you to find information without needing to read hundreds of pages of posts?
TrashMan
I tried search but 90% of the stuff was useless.. And yeah, I can spend half an hour looking for what I want OR i could have it there, stucked in my face so I don't have to look. That's how every decent modding community should be set up.

Joining the offical modders team? Why not?.. But why is the info not available to everyone? And exaclty how you you join? I have to e-mail them or is there some form I have to fill in?


And I tested what I did and it doesn't work. Can't figure out what is wrong. Game starts normally, everything works, just the items don't show up! ARGH!!!
TrashMan
I am truly the king of fools! I constantly warn in this "tutorial" to update the top array count on the files, and I forgot to increase the one in equipment.txt. Everything wroks swell now biggrin.gif
TrashMan
Everything can be produced in the game now, but I get two strange errors...the light armor, when equipped looks lie no armor at all and the heavy one gets me a assert failed error...hmmm
ShadoWarrior
The error you're getting on the light armor has been discussed on this forum before. Use SEARCH to find out how to fix it.
TrashMan
I did and it didn't really help. I have a ASUS GForce 6800 GS and path 1.2 and the new drivers.

This happens when I equip my new Heavy Armor on a soldier. Did I save the textuire improperly or something?
TrashMan
Wierdness...

the normal heavy armor texture heavilysoldier.dds is 670kb big.

I edited that file in Photoshop, and no matter as what .dd type I save it is allways around 1.3 mb large??????
TrashMan
Well, can anyone shed any light on this problem?
TrashMan
I tihkn I figured this out. I turned off "Alpha Chanells" and turned on "save as copy" and now the file size is almost the same as the originals.

I also solved the chrashing problem - apparently the model files are very sensitive to what you edit them with.

Which leaves me with only one problem - all of my new models show up completely white????
drake88
QUOTE
available on a Wiki site for AS modders, which you can gain access rights to by asking Altar to join their official modders team?


ShadoWarrior, how do I go about asking Altar about getting access to this site?
TrashMan
Indeed, how?

B.t.w. - I found out what was wrong (number of mip-maps), so now everything works fine in-game.

Updated the tutorial, so now it's 100% accurate! biggrin.gif

and here's two of hte armors:
ShadoWarrior
Trashman, how to ask Altar to join the modders group has been answered before, several times, in various threads on these forums. Learn to use the forum SEARCH, as you've been told numerous times by various people, including one of the moderators.
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