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enthusiast
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enthusiast
Joined: Jun 2015
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************************************************************************ Note: nice to see the Great Norbyte descend from Byte Heaven to the realm of us mortals ;-) ************************************************************************ You can add a texture map in the texture map viewer which should automatically add it to resource manager. When specifying the .dds name, it will warn you that a file with the given name already exists, if you cpoied the file before. It will not create the .dds file for you - although it warns you if the file exists already!!! You'll have to copy the file afterwards manually. NEVER create your file inside the resource directory or you risk losing it when the resource editor or map viewer overwrites it with ... nothing. What the map viewer does though is - register the resource (even if the .dds does not yet exist in the chosen directory) - create the XML file with the correct UUID already entered in the GUI directory Of course you can also use the resource editor to register the .dds and create the XML manually (or copy an existing one and modify it). The auto-created XML file will have no image nodes, and you will have to copy the .dds to the directory given in the XML. (Should be something like Public/<YOUR-MOD>/Assets/Textures/Icons/some-name.dds) The directory written in the XML file is actually not important for the game, it's only important for the editor so that it can give you a preview of an icon when you choose one for a root template, the engine itself does not take the directory of the resource from the XML but from the resource entry (some explanation follows). The image needs to be made known for the game. This is done with the resource editor but it can also be done with the map viewer. Just make sure to add your own package in the resource editor, so your resources are nicely separated from the built-in stuff. (Don't know if the editor allows adding a new resource to Main.) As soon as you create your own package, the resource editor will create a directory Public\<YOUR-MOD>\Content that contains a subdirectory with the name of the package you created. There you will find an .lsb file (or more than one) which is used to 'register' the resources (sounds, models, textures, animations, whatever you're talented enough to create;-) with the game engine for your mod. Only copying a file without registering it only works for the stat files, everything else must be registered. This is what the 'resource editor' is for, it actually does less resource editing but more resource registering. Other specialized editors can automatically register resources for you, as mentioned, the map viewer can register icon maps, and the script editor can register new object scripts when you create them in the editor. But all specialized editors as well as the resource editor itself want to know a package to put your resource into, the Main package is probably read-only, so just create your own. I guess you already figured out the format for the image nodes in the XML. If not: the U1, V1, etc. are float values representing percentages of the left upper and right lower corner of a single icon. (In my experience, the right lower corner does not really matter.) e.g. if you have a 256x256 .dds, the left upper corner of the images will be U1=0;V1=0, U1=0.25;V1=0; U1=0.5;V1=0, ..., U1=0.5;V1=0.75, U1=0.75;V1=0.75, because you can fit 4 rows and 4 columns of 64px into a 256x256 image. And 1/4 == 0.25. In a 1204x1024 .dds, the 'step size' will be 0.125, and so on. The minimum value possible is 0 of course and the maximum is 1, which is only usable for the lower right corner of course, since an icon that had it's left upper corner at U1=1;V1=1 would actually be outside the image ;-) An .lsx is a normal text file in XML format. I think it stands for 'Larian Studios XML'. You can edit this file with a normal text editor, I use Notepad++ with the XML tools plugin enabled, but the plugin is not necessary for editing. Be careful about XML syntax errors or the game will ignore your .lsx. Small correction: a treasure table can have more than one subtable which co-exist. A subtable only defines the group of items for the treasure rolls. ... an excerpt from the unmodded 'ST_IngredientsTrader' treasure table:
...
new subtable "-3"
object category "I_GRN_Ingredient_Cylinder_Empty_A",100,100,0,0,0,0,0,0
new subtable "-3"
object category "I_GRN_Ingredient_Round_Empty_A",100,100,0,0,0,0,0,0
new subtable "3,1;4,1"
object category "I_LOOT_Wand_A",100,100,0,0,0,0,0,0
object category "I_LOOT_Wand_B",100,100,0,0,0,0,0,0
object category "I_LOOT_Wand_C",100,100,0,0,0,0,0,0
object category "I_LOOT_Wand_D",100,100,0,0,0,0,0,0
new subtable "1,1;2,1"
object category "I_LOOT_Copper_Ring",25,100,0,0,0,0,0,0
object category "I_LOOT_Silver_Ring",25,100,0,0,0,0,0,0
object category "I_LOOT_Gold_Ring",25,100,0,0,0,0,0,0
object category "I_LOOT_Gold_Ring_Heavy",25,100,0,0,0,0,0,0
...
means the trader will always have 3 empty grenade cylinders and 3 empty round grenades, the minus means independence of player and item levels, the number is the amount. Then he will have 3 or 4 inert wands, level dependent. The 1 behind the comma is the relative chance of occurrence, since both have an equal value, the chance is 50% to have 3 and 50% to have 4 inert wands. (It's NOT 1% and 1%, only the relative weight of the numbers matters, not their value.) A new subtable "3,3;4,1" would be 75% chance for 3 and 25% chance for 4 items. This is what the numbers mean. The first number behind the items (100,100,0,0,0,0,0,0) is the relative chance of occurence within the subtable. All wands have equal chance to 'drop'. Now, since this is not a level independent subtable, you will still only find 1 or two types of inert wands with an ingredient trader at a time, since the inert wands are level restricted in their links in Stats\Generated\Links\Object.txt. Only during levels where the registered 'drop levels' overlap, you can find different types. Again, the value 100 does not mean 100% chance but is weighted against the other 100s within the subtable. If all the different inert wands could drop at every level, they'd each have a 25% chance to drop (or show up in the trader's inventory). But as mentioned, there's an additional level restriction with inert wands. (The numbers following the first 100 are the chances for the drop to be common, rare, epic, divine, etc. which only matters for weapons, shields and armor, but not for inert wands of course ;-)
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Entire Thread
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New Mod (Icons, Skills, Books)
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Nazar
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02/07/17 07:54 PM
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Re: New Mod (Icons, Skills, Books)
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Norbyte
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02/07/17 08:28 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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02/07/17 08:50 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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02/07/17 09:08 PM
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Re: New Mod (Icons, Skills, Books)
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FrauBlake
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02/07/17 10:26 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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02/07/17 11:01 PM
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Re: New Mod (Icons, Skills, Books)
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Norbyte
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03/07/17 03:37 PM
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Re: New Mod (Icons, Skills, Books)
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FrauBlake
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03/07/17 03:20 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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03/07/17 06:59 PM
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Re: New Mod (Icons, Skills, Books)
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FrauBlake
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04/07/17 06:29 PM
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Re: New Mod (Icons, Skills, Books)
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Norbyte
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04/07/17 06:43 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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04/07/17 07:22 PM
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Re: New Mod (Icons, Skills, Books)
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FrauBlake
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05/07/17 12:32 AM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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05/07/17 08:00 PM
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Re: New Mod (Icons, Skills, Books)
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FrauBlake
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06/07/17 07:50 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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06/07/17 08:30 AM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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06/07/17 08:32 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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08/07/17 09:15 PM
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Re: New Mod (Icons, Skills, Books)
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Norbyte
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09/07/17 09:29 AM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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09/07/17 11:06 AM
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Re: New Mod (Icons, Skills, Books)
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Norbyte
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09/07/17 06:39 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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10/07/17 10:07 AM
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Re: New Mod (Icons, Skills, Books)
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Norbyte
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10/07/17 05:53 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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10/07/17 06:59 PM
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Re: New Mod (Icons, Skills, Books)
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Norbyte
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10/07/17 07:38 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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10/07/17 08:44 PM
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Re: New Mod (Icons, Skills, Books)
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Norbyte
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10/07/17 08:46 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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10/07/17 08:55 PM
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Re: New Mod (Icons, Skills, Books)
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Norbyte
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10/07/17 09:03 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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10/07/17 09:07 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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10/07/17 09:46 PM
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Re: New Mod (Icons, Skills, Books)
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Norbyte
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11/07/17 05:24 PM
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Re: New Mod (Icons, Skills, Books)
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Nazar
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12/07/17 05:41 PM
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Moderated by Bvs, ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stephen_Larian
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