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Re: Image Editing Tutorial[message #9899]
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Tue, 30 November 2004 13:49
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rowie |
Messages:4
Registered:November 2004 Location: Australia |
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That would be a great idea. It could also be extended into modding in general, so have chapter on pics, animations, changing characters, text, maps, intro on going about your own mods etc. even go into a little on programming if ppl will write on it.
i myself have just started modding and although some of these things are straight forward (text for example) thanks to those who made editors there is still some confusion. grab some info on the lotb website and write it up nice, test the instructions out on dumb dumbs like me make them clearer if needed and package it with all the modding tools needed!
i'd be in on that
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Civilian
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Re: Image Editing Tutorial[message #9901]
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Tue, 30 November 2004 17:15
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rowie |
Messages:4
Registered:November 2004 Location: Australia |
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that would be alright. depending on size i could put it on the server i use. you get webspace with the ISP. i'd be happy to help. at the moment i can do a write up on the map editors and converters. (it will need some finishing with the placement of cows! and npc movements)
but i am happy to have a crack at following instructions you come up with.
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Civilian
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Re: Image Editing Tutorial[message #9912]
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Tue, 11 January 2005 13:08
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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or use SPSS
can everything that excel can and a shitload more...
But its slightly expensive...
when modding ja2, you will only need excel when using weedit. Weedit has a readme and many people around these ja2 forums know how to use it.
You would figure it out. no problem
but appearantly, kaerar, there is demand for a walkthrough of weedit.
i am still waiting for that image editing tutorial though. I need to create better looking .stis
so pls, go on... with the good work.
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Sergeant Major
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Re: Image Editing Tutorial[message #9914]
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Tue, 11 January 2005 21:47
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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"Panzerschreck" is some sort of ww2 antitank-rifle, isn`t it?
you would need to get rid of the rocket animation and the fingerprint ID. Gunny steve has postet the offsets for the most common ja2 versions where you can move the fingerprint ID to another weapon of your choice.
then, the rocket missile has its own animation different from the LAW animation (i am not really sure, but in the Tilecache folder, "msle_sma.sti" is the anim for the RR while i guess that "msle_smk".sti is the anim for LAW)
so, you can manually disable that animation in Tilecache folder, the fingerprint ID needs hexing.
(off course, you could also get rid of the animation via hexing)
you could also try using monster spit slots.
now stun grenade...
it should work actually. anim type as well as damage values and radius have to be adjustet.
now, using Weedit, you can only have the two existing grenade launchers. But you may assign each of them different grenades
concerning the .sti`s that i made, i just want to enhance graphic quality in general and am therefore waiting for that tutorial.
it`s rather weapons than faces.
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Sergeant Major
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Re: Image Editing Tutorial[message #9916]
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Wed, 12 January 2005 00:38
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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well ok.
i am always working with excel/ weedit, so my way of doing this will be via excel weedit
you can move the two I.Ds to any item on a weapon slot 1-69 (maybe even slot 0, don`t know whether this makes sense to do)
you need a hex editor, the offsets were posted in a thread below this one. I moved the IDs to the bloodcat bites and claws, i never use those weapons :axe:
once you have excel, you will be able to change
-the damage an explosive does
-the animation it uses
-the breath damage
and other stuff. So, that should do the job.
as for the panzerschreck and bazooka: do they have to have real explosive damage or would a "rocket rifle-style" explosion be enough?
the latter could be easily achieved. For graphic reasons i would change the graphics of
-miniboom.sti
-msle_sma
and reduce clip size to 1
this may be too cheap for you, but like this, these weapons can be fired in crouch and prone aswell (just like RR and ARR, but with the necesarry graphic changes, better looking)
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Sergeant Major
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Re: Image Editing Tutorial[message #9918]
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Wed, 12 January 2005 00:56
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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yes, basicly 69 weapons minus
-2 Items for bloodcats (gives problems when changed to firearms, i tried that one)
-Tank cannon (i didn`t change that one, but i guess one could)
also, many slots are limited to certain animations like grenade launchers, law, mortar usw as well as monster spit slots and the flamehtrower`s slot needs an animation too
(but that also allows nice stuff)
*edit*
i forgot that the A.I cannot use firearms on the slot of "a stone" and "another stone" but player can.
well, the second thing i don`t know. My betaeditor doesn`t crash anymore, but i didn`t try patching it, sry
but if Batman stated that it works, it has to work
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Sergeant Major
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Re: Image Editing Tutorial[message #9920]
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Wed, 12 January 2005 02:14
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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can you maybe give me a link to that itemfix program?
well, betaeditor itself is very unstable, so atm i am using a different install of ja2beta than where my weaponmod is installed...
but i don`t know what actaully caused my betaeditor to crash.
so sorry, i can`t give an answer.
the utility to create radarmpas works fine with me. Maybe you have custom tilesets and no "t" folders?
maybe a workaround (for the radarmaps)is to have the weaponmod and the maps installed in different installations of ja2. But for weapons it makes no sense...
if you are interested in my work, i have just released the first version of ja2 vengeance Mod (see this thread for links) http://www.ja-galaxy-forum.com/ubb/ultimatebb.php?ubb=get_topic;f=21;t=000501
maps, weapons, changes to exe, Mercs, NPCs Rpcs etc
it is based on ja2 1.02 german (32MB download)
*edit*
well, for the bazooka working just like LAW is beyond my knowledge. I like busting tanks, but often player use LAW against Soldiers. What am i going to make dozens of firearms and Napam grenades if the use LAW?
no, i mean it is beyond my skills to do that. Maybe try asking UC Modmakers or do a lot of hexing in the exe.
btw. got friends working on WW2 Mods too.
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Sergeant Major
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