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New to JA2 Modding[message #204068] Sun, 14 December 2008 22:32 Go to next message
Balious is currently offline Balious

 
Messages:42
Registered:April 2007
Location: England!
Now that I know this place is the best place for this type of question I shall post everything i need for modding here.

First I would like to say I know modding is very hard work and can take alot of time to do and im willing to work with the free time I have.

Heres the first few things I want to do.
The first thing I want to do is making characters I guess. After I have learnt about that I guess making weapons be the next thing then after that improving the AI (making them better so they attack more etc). After that maybe try making a big mod that changes lots of things (not as many as 1.13 but key features).

I had posted this in my thread in Game Procedures as I didn't know where to post. I was told this was the best place for my question so I have now posted this here. Thanks for any help Smile

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Corporal
Re: New to JA2 Modding[message #204088] Mon, 15 December 2008 05:20 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1815
Registered:August 2003
Location: Pleasantville, NJ
O.K., making characters involves using a few utilities I mentioned before. For the sake of convenience I will re-list the utilities here and expand the desciption of Proedit to include what it actually does:

SLF Explore (or a similar unpacking utility such as Dragon Unpacker) allows you to open the game's .slf files (contained in the Data folder of your game's main directory). You should extract all files you want to work on into folders named and spelled exactly like the slf (with of course the exception of the .slf suffrix) and place these folders in the Data1.13 folder of your main directory. What this does is allows you to access and alter any file in the game you like and put it in a folder the game will access first before looking at the .slf. It is not important that you place every file of the .slf in this folder but rather just those you are going to alter. You can always add more later.

Proedit is a powerful character editing utility that operates from your Data1.13/binarydata folder (if you are modding the 1.13. If you are not it operates from the data/binarydata folder). With it you can change practically every attribute you can think of in a character (gender, race, stats, skills, even personal likes and dislikes, etc.). In vanilla Ja2 you can also change the equipment a merc starts with using this utility. In the later versions of the 1.13 you have to use .xml contained in the Data1.13/tabledata folder to change equipment at least in niv mode.
Proedit also contains the character's slot number that is basically the master key to all files that relate to this character. This number is found in the upper left hand side of the proedit window before the characters name.
Also you must know that in the 1.13 it is necessary that after you make your changes and save your work this data is written to only the Prof.dat file. In order to get these changes to appear in the 1.13 version you need to copy/paste the prof.dat file to somewhere outside of the binarydata folder then change the name of this file to whatever difficulty level and guns setting you prefer to play on (eg Prof_Experienced_TonsOfGuns.dat) then insert it back into the binarydata folder allowing it to overwite the old file. Repeat this process for every difficulty/guns setting if you want the changes to be universal for every player. It is important you name these files exactly like they are named (including the .dat part in this case) or they will not function in the game.

The EDT Editor changes the text portions of what characters say as well as their descriptions. For Aim and Merc characters, the imps, the rebels and the hirelings you meet in country their dialog is contained in the mercedt file. This needs to be extracted into a folder of the same name and placed in the data folder if you are modding vanilla ja2 and the data1.13 folder if you are modding from that version. For the rebels and the hirelings you also need to change the files that correspond to their character number in the NPCData file.
All other types of characters not mentioned have a slightly different process but we will stick to the hirelings for the sake of clarity.

Also contained in the binarydata file is the .edts that describe the aim and merc backgrounds that appear when you hire them. You might want to change these descriptions but it is important to use the exact number of letters and spaces contained in their existing descriptions and match this exactly or there will be an overflow problem in the edt file that will cause the descriptions to go haywire. If I am remembering correctly you can reduce the number of letters and spaces used in the descriptions but never exceed them. Please experiment with this a little. The first time I did it I had about four hours worth of work go in the toilet because I did not know this.

STI Edit (which allows you to save Ja images as bitmaps and import bitmaps into STI format for use in the game) along with an imaging editor of your choice. The only thing to really know about this utility is that it is pretty limited as an imaging editor (so you'll want to get photoshop or something else to edit images) and more importantly how colours appear in STI Edit is sometimes radically different than how they appear in the game. You should try to avoid using colors that are close to the background palette of the image you want to change and remember that anything approaching white in an image is greatly exaggerated by the game. Just test it a few times and you'll get a feel for what colours work best. Basically, the simpler the better.

Speeches are contained in the Speech file for all AIM, Merc and IMP characters and the NPC_Speech file for everyone else but also the battlesnds file for the little remarks they make usually during combat. These speeches do not have accompanying dialog.
You would also need a sound editing utility if you want your characters speeches to actually have sound and of course a microphone to record your speeches. I use Goldwave but anything that offers a conversion to

Bit rate 88kbps
Audio Sample Size 4bit
Channels 1 (mono)
Audio Sample rate 22 khz
Audio Format IMA ADPCM

will do.

You can find these properties in the properties box when you right click on any speech file. It is contained in the summary section.

That's about all I can think of at the moment. If anyone wants to contribute to this please feel free to do so.

If you have any questions you might get lucky again and catch me without my Christmas cheer on. Good luck with the project and please feel free to ask any question. Occasionally a modder wanders into here with a little time to kill.

[Updated on: Mon, 15 December 2008 06:21] by Moderator

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Sergeant Major
Re: New to JA2 Modding[message #204119] Mon, 15 December 2008 16:23 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
Messages:1011
Registered:September 2006
Location: Far far away.
Make sure prof.dat & map placement match... not just in pure location but also in attitude & equipment terms as well. A brave but clever faction will still mostly just hide if their kit is definitely inferior. Hicks on the other hand are aggressive to the point of stupidity regardless of what vest or none they happen to be wearing. It might be of interest to the whole community to make a "human" version of the bloodcats for instance as Loopy Fanatics or 28 days later style infected zombies types.

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Sergeant Major
Re: New to JA2 Modding[message #204133] Mon, 15 December 2008 19:16 Go to previous messageGo to next message
KEN C

 
Messages:244
Registered:May 2007
Location: Aberdeen Washington USA
Khor, your instruction is clear and concise. If you would place that on the wiki you would benefit many modders.

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Sergeant 1st Class
Re: New to JA2 Modding[message #204140] Mon, 15 December 2008 20:18 Go to previous messageGo to next message
Balious is currently offline Balious

 
Messages:42
Registered:April 2007
Location: England!
Thank you for the replies.

Thanks for explaing what each thing does. After looking at the Proedit it seems quite straight forward. Im not sure where to get the SLF Explore, EDT Editor and STI Edit but im about to begin searching for it.

Which one of these is best to begin to use to start making a new character say for example a new rebel in the rebel hideout that you could hire (like carlos, miguel, dimirti and ira). Also is it possible to make the rebels more useful or at least act like the militia instead of just being in that crappy little hideout of theirs? I believe i played a mod (militia factions i think it was) where there was militia in the towns and actually defend that town against the enemy forces. I would at least want militia in omerta so the rebels can actually defend the town they are stuck in.

Thanks for the help Khor and Will.

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Corporal
Re: New to JA2 Modding[message #204172] Tue, 16 December 2008 04:37 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1815
Registered:August 2003
Location: Pleasantville, NJ
@ Will

That is good information about the factions. And I like the idea of using the bloodcat faction for something creepy. One question I have always had about bloodcats is why when you make a map in one of their possible locations (not the lair but just places they can show up) does it sometimes act as if you are being ambushed (turn based and all) yet no bloodcats are present?

I think I get this routinely in my B12 map if I am remembering correctly. I started the map without any bloodcats even placed there. When i first experienced the glitch I figured maybe their locations were hardcoded so I then placed some there and still the phantom bloodcat glitch.


Does any of this sound familliar?

@ OLDNOOB

Thanx man. As always, anything I write or do here is free to be used however the community want to use it. There should maybe be more modders contributing what they know so maybe someone else might pick up the torch so to speak.


@ Balious

Yikes, I meant to post the link to a site that is likely to have all of that stuff.

Here it is:

http://kermi.pp.fi/ja2

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Sergeant Major
Re: New to JA2 Modding[message #204174] Tue, 16 December 2008 04:43 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
Khor1255
One question I have always had about bloodcats is why when you make a map in one of their possible locations (not the lair but just places they can show up) does it sometimes act as if you are being ambushed (turn based and all) yet no bloodcats are present?

I think I get this routinely in my B12 map if I am remembering correctly. I started the map without any bloodcats even placed there. When i first experienced the glitch I figured maybe their locations were hardcoded so I then placed some there and still the phantom bloodcat glitch.


I think that the code assumes that bloodcats start in the bloodcat sectors so if you get ambushed there it goes to look how many there are (which is record somewhere, they aren't normally placed) and can't find any. I looked at that code once and it isn't done very well at all.

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First Sergeant

Re: New to JA2 Modding[message #204213] Wed, 17 December 2008 00:16 Go to previous messageGo to next message
Balious is currently offline Balious

 
Messages:42
Registered:April 2007
Location: England!
Ah thanks for the link. I have a look at them as soon as I can. During the mean time wheres the best place to actually start making the character?

Thanks again everyone for helping me Smile

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Corporal
Re: New to JA2 Modding[message #205369] Fri, 02 January 2009 01:24 Go to previous messageGo to next message
Balious is currently offline Balious

 
Messages:42
Registered:April 2007
Location: England!
Im back again after being busy with lots of different things and not much time looking at ja2 (shame on me).

Anyway I would like to ask anyone if they can to give me a guide on steps to actually how to give my IMP's weapons as they about to land at the start of the game if thats possible. If not is it possible to give them weapons/armor/ammo etc after? Because im thinking of playing insane mode with 1.13 and actually ready to start a war instead of having to sneak and surprise them right at the start to get an advantage going.

And I know I always ask questions after questions and seems like I want everyone to do the work (not actually that just want guides so I can do it on my own for now on and refer back to the guide incase I may of missed a few things) but are there actually any guides to modding or did you lot learn by actually testing certain things and ask a few questions to certain things to get a better understanding of it?

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Corporal
Re: New to JA2 Modding[message #205397] Fri, 02 January 2009 17:35 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1815
Registered:August 2003
Location: Pleasantville, NJ
I am sort of out of my element with the IMP questions these days since the very useful editor has been broken by the latest versions of the 1.13 but I will give it a shot.

In your Data1.13 tabledata folder there is a file called IMPItemChoices.xml you can open this .xml up by double clicking on it. Inside there are numbers that look like this: 6. This is what tells the program how many items the IMP starts with. If you add an item to the list you MUST make sure this number reflects how many items you want the IMP to have or the game may act very screwy.

Next is a list of items starting with: 212. The number that is surrounded by the >< marks is the number of the item that corresponds to the Items.xml. In this case it is 212 which I believe corresponds to a first aid kit. You simply open the Items.xml to find the item you want to add, enter it on it's own line and make sure to amend the field so that it states how many items you actually want the IMP to start with.

The other fields in that XML I am unsure of. I think you can safely edit the IMPs the way I described but you may have to do the same thing for every list since I do not know what this field corresponds to and they no longer have helpful headers at the top of each xml to remind you as you work.

Sorry, this explanation is incomplete but I have all but given up on fooling around with the current version of the 1.13 so I can only offer what I know. If anyone has anything to add please do so here. It would be helpful to have this as a reference for anyone.


EDIT

This link http://ja2v113.pbwiki.com/XML%20-%20IMPItemChoices should make this a little more clear. It explains some of the fields I am unsure of.

[Updated on: Fri, 02 January 2009 17:51] by Moderator

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Sergeant Major
Re: New to JA2 Modding[message #205401] Fri, 02 January 2009 18:10 Go to previous messageGo to next message
Balious is currently offline Balious

 
Messages:42
Registered:April 2007
Location: England!
Thanks for the help Khor.

After having a quick look at them I thought i never understand it but as I kept reading on and with the information you have gave it is starting to become easier on the bits you have explained.

It just take me quite a long time to find the certain items/weapons i need to put in once I actually know what their names are.
I have a question about this too. Can you do this for each IMP you make so they have different equipment or is it for all the IMP you make they have the same equipment?

EDIT:
Just noticed you edited your message will look at the link now. Thanks again for the help Khor.

[Updated on: Fri, 02 January 2009 18:11] by Moderator

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Corporal
Re: New to JA2 Modding[message #205406] Fri, 02 January 2009 19:02 Go to previous messageGo to next message
cougar

 
Messages:254
Registered:March 2000
Not really but you can assign different items to different skills or attributes. So if you have an I.M.P with lockpick he can be given a SCAR-L while your martial arts guy gets a M16A4.

BTW you could just use the XML editor, it can do the job in a fraction of the time.

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Master Sergeant
Re: New to JA2 Modding[message #205483] Sat, 03 January 2009 22:03 Go to previous message
Balious is currently offline Balious

 
Messages:42
Registered:April 2007
Location: England!
Thanks I just downloaded the XML editor. I am not quite sure how to use the program but I have a look at it to see how easy it is to use.

About the different items. Say if my IMP had the same strength and Marksmanship. Would she/he get both or just one at random?

Edit:
A new question has came up to me. If I edited the starting merc equipment for AIM mercs for the cheap ones like Barry and Ivan and drop their equipment and get rid of them. If I hired them again would they still have the same equipment? Also would this come to close as cheating in anyway?

Another question. Is it easier to edit the IMP items or the mercs? From what quick look of the XML editor I seen I think the mercs are easier but I did not have a proper look at it yet.

Thanks for the help.

[Updated on: Sat, 03 January 2009 22:07] by Moderator

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