Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Editing tileset .STI crashes the mapper.
| Re: Editing tileset .STI crashes the mapper.[message #366134 is a reply to message #366133]
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Sun, 02 June 2024 21:26 
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| Kitty |
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Messages:505
Registered:October 2017 Location: Germany |
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Adding completly new vehicles will require code changes
Although editing existing ones can be done (and in fact has been done in some mods)
.sti for vehicles are more complex than a .sti of something like furniture or roofs
The .sti for vehicles consist of several .sti, not just one
Animated ones for directions and others for states (like being "dead")
The ones of original vehicles (like player-humvee and icecream-truck are in anims.slf, need unpacking before editing is possible)
Later additions by 1.13 (like enemy-vehicles or the ElDorado and Player-Jeep) are in Data/anims
beside the .sti, the .jsd (the files that define physics of an object, like material, density, hitpoints, general shape, etc) should be taken into account as well
those for vehicles are in structdat in anims (again, unpack anims.slf to see the ones for original vehicles)
to get a working vehicles, it must be in vehicles.xml and that must match with entry of vehicles-profile in mercprofiles.xml
and, to see it on map, it must be placed on map and coordinates of sector must be set in its profile
and map changes only get applied if never been to sector (true for anything, not just vehicles)
No need to register .sti
If editing .sti result in changed position, etc you may need to correct the offset (x/y)
same with .jsd, if the offset is mismatched it may result in graphics mercs can walk right through like thin air and so on
Also keep in mind to adjust number of vehicles in ja2options.ini
[Updated on: Sun, 02 June 2024 21:28]
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