Jeff Posted July 14, 2005 Share Posted July 14, 2005 My Current Mods: Robe and Lightsaber Reskins K1 Style Robes New Style Jedi Robes Jedi and Sith Masks Featgain.2da edit Exile's Item Pack NEW!Movie Style Robes Coming Soon: New Reskinned Zherron PC Head! Well, since it sounds like we aren't getting the old threads back (but who knows?), I figured I should start this back up again with some questions. But first, let me make sure everyone knows what I'm working on. The first thing I'm doing is taking the items I made for an exile item pack a while back and placing them in-game. I am using RedHawke's beginning items mod as a source for scripts, and here is the spawn script: void main() { float x=XXXX; float y=XXXX; float z=XXXX; float r=XXXX; vector MyVec = Vector(x,y,z); //line 1 location MyLoc = Location(MyVec, 0.0); //line 2 object oBOX=CreateObject(OBJECT_TYPE_PLACEABLE, "metalbox080", MyLoc); //line3 object oSlkr=GetObjectByTag("SecLoc"); CreateItemOnObject("dm_belt", oBOX); CreateItemOnObject("dm_shield", oBOX); CreateItemOnObject("dm_band", oBOX); CreateItemOnObject("dm_gloves", oBOX); CreateItemOnObject("dm_implant", oBOX); } The coordinates aren't set yet, I'll figure them out soon. Now in RedHawke's mod, he has this script, adoormedsto: void main() { ExecuteScript("rh_bmedbox69", OBJECT_SELF); ExecuteScript("rh_doormedsto", OBJECT_SELF); } and I don't know if I need to have one like this or not. Couldn't I just attack my spawn script to a dialogue (probably the first dialogue with Kreia) and the box and the items will spawn? I also don't know what rh_doormedsto is in the above script, because there is no source for that one. Link to comment Share on other sites More sharing options...
Darth333 Posted July 14, 2005 Share Posted July 14, 2005 Originally posted by DarthMoeller Couldn't I just attack my spawn script to a dialogue (probably the first dialogue with Kreia) and the box and the items will spawn? I also don't know what rh_doormedsto is in the above script, because there is no source for that one. Yes, you can do this too. Now that tk102 made a tool to compare gff files, merging *.dlg files is much easier. If you chose this option, I recommend that you indicate to which dialogue branch you attach you script exactly to facilitate solving mod conflicts. Make sure you chose a line in the .dlg that is mandatory and that is not being repeated (kind of hard to find in TSL...) but in any event, don't worry if the line is being repeated: you can use a local to make sure the script is no fired again. rh_doormedsto is the old area OnEnter script that Redhawke extracted from the module and renamed. Check my post in this thread: http://www.lucasforums.com/showthread.php?s=&threadid=143536 Link to comment Share on other sites More sharing options...
Jeff Posted July 14, 2005 Author Share Posted July 14, 2005 So If I use an onenter script, right when I enter that area the script will fire instead of attaching it to a dialogue? And forgive me, but...What is a local and how do I use one if I choose to attach it to dialogue (assuming above is correct)? Link to comment Share on other sites More sharing options...
RedHawke Posted July 15, 2005 Share Posted July 15, 2005 Originally posted by Darth333 rh_doormedsto is the old area OnEnter script that Redhawke extracted from the module and renamed. Check my post in this thread: http://www.lucasforums.com/showthread.php?s=&threadid=143536 Actually that acript was originally named a_doormedsto.ncs and is only run when you open the Medical bay door from the console... I didn't mess with a dialogue because that just puts a ton more work on end users to make things comapatable, for just spawning a box with some items in it editing a dialogue is overkill to me. Just find a script that is run normally in the game and inject your spawn script before it like I did in my mod... there are several run right at the beginning that you can use, any of the Kreia cutscenes that run are fired with a script, even the opening of the morgue door. Stoffe also had a method that used the onenter script for that area to spawn a placeable and put items into it... I hope this helps! Link to comment Share on other sites More sharing options...
Jeff Posted July 15, 2005 Author Share Posted July 15, 2005 OK, so if I understand correctly, which I think I do, a_doormedsto.ncs is the script that is already in game that you used, correct? So if I find one similar to this/run near the same time, and just enter my script before the original...I think I got it. I'll try this out. Thanks a bunch D333 & RedHawke. Link to comment Share on other sites More sharing options...
RedHawke Posted July 15, 2005 Share Posted July 15, 2005 Yup, you simply do the same motions as I do in my mod with your new script and you should be good to go. The one that is fired when you open the morgue door from the computer is a_doormor.ncs. Link to comment Share on other sites More sharing options...
Darth333 Posted July 15, 2005 Share Posted July 15, 2005 oh, yes, in the USM mod, we also planted a script on a trigger at a couple places: it works exactly the same way: void main() { object oEntering = GetEnteringObject(); if (GetIsPC(oEntering)) { ExecuteScript("oldtr_enter", OBJECT_SELF); ExecuteScript("sion_saber", OBJECT_SELF); } } and less people use triggers (at leat until now) so there are less chances of mod conflicts. Inother words, there are multiple possibilities. Link to comment Share on other sites More sharing options...
Jeff Posted July 15, 2005 Author Share Posted July 15, 2005 Originally posted by Darth333 and less people use triggers (at leat until now) so there are less chances of mod conflicts. Inother words, there are multiple possibilities. I think I'm starting to understand this foreign language that is scripting... I will probably do it that way to avoid conflicts, and it seems easier to me Link to comment Share on other sites More sharing options...
Jeff Posted July 15, 2005 Author Share Posted July 15, 2005 Well, I got the mod to work. All I need to do is to change the coordinates so they aren't the same as RedHawke's mod, and edit a few icons. This mod should be up in a little bit EDIT: Released! Check out the release thread for download! Link to comment Share on other sites More sharing options...
Jeff Posted July 16, 2005 Author Share Posted July 16, 2005 Well, I have started my next mod. Some of you may remember from my previous WIP that I was making a party item pack. Well I am putting that on hold for a little bit. Instead, I decided to make a new PC head. Unfortunately I don't know much about changing verts, so I'm not going to try doing that to the head (unless somebody says "wait! its really easy!" hint hint...) The model I am doing is Zherron, the militia leader of Khoonda. The reskin is looking pretty good so far. I haven't done any of the .2da editing; saving the hard part for last . I'm trying to keep away from the zombie DS transitions. Instead, I'm going for pretty subtle transitions, mostly around the eyes and some veins. I PMed Darkkender about this, but I might as well ask while I'm here. What happened to DK's tutorial on adding a new pc appearance? I looked everywhere, and it can't seem to be found. Yes, I searched too. Anybody seen it? Link to comment Share on other sites More sharing options...
General Kenobi Posted July 16, 2005 Share Posted July 16, 2005 Originally posted by DarthMoeller Well, I have started my next mod. Some of you may remember from my previous WIP that I was making a party item pack. Well I am putting that on hold for a little bit. Instead, I decided to make a new PC head. Unfortunately I don't know much about changing verts, so I'm not going to try doing that to the head (unless somebody says "wait! its really easy!" hint hint...) The model I am doing is Zherron, the militia leader of Khoonda. The reskin is looking pretty good so far. I haven't done any of the .2da editing; saving the hard part for last . I'm trying to keep away from the zombie DS transitions. Instead, I'm going for pretty subtle transitions, mostly around the eyes and some veins. I PMed Darkkender about this, but I might as well ask while I'm here. What happened to DK's tutorial on adding a new pc appearance? I looked everywhere, and it can't seem to be found. Yes, I searched too. Anybody seen it? I think DK is on mainly in the evenings I was going to "add" to it the other day and had no luck in finding it. This is just a shot in the Dark (no pun to Darkkender...lol) but I think it was one of the threads that went poof when the forums did the "Rocky Horror Picture Show Time Warp" I'm not sure of vert editing a model is hard or easy (nothing I've seen that our modeler modders do I see is easy though ). I do know that both Darkkender and T7 have done this in past mods. I'd PM T7 about it as well, he's very knowledgable and could prob. help you out in letting you know how he edited his head model. In addition if you have any questions just post em' and we'll try to help you out if we can. On a side note I'll PM DK and ask him if he's gonna repost the thread if indeed it was lost. If not I may put one out for us or with DK if he wants to help newer modders figure out how to do it. DM Link to comment Share on other sites More sharing options...
Jeff Posted July 16, 2005 Author Share Posted July 16, 2005 Originally posted by Darth Melignous but I think it was one of the threads that went poof when the forums did the "Rocky Horror Picture Show Time Warp" That is too bad, since that probably is the case. Anyways, I figured it out without it. I got it in game working, and I noticed a white line on the back of his head. This was on every DS transition as well. I checked the targa file and I didn't see anything missing at that part of the texture. I did recolor his hair from grey to brown, but that doesn't explain why some of the texture is missing I'm sure I'll get it working though Here are some screenshots of my progress: Zherron There are not too many changes yet, and the final DS transition is not done yet. I will be including 4 DS transitions. Any suggestions to make him look better/different are welcome. Link to comment Share on other sites More sharing options...
Jeff Posted July 17, 2005 Author Share Posted July 17, 2005 Well, I finally decided I should get to know how to use GMax before I attempt to change any verts on Zherrons head. So I made a Mace. After I got the basics down, I went ahead and started to change some of the verts around on Zherron, thinking "This is going to be easy." Uh uh. Well, it was easy to move the verts, but not easy to get the desired result. I'll show you what I mean. Deformed Man Deformed Man-side view Ugly, huh? I'll (hopefully) do better next time. Any tips on how to get the desired results are appreciated. Link to comment Share on other sites More sharing options...
General Kenobi Posted July 19, 2005 Share Posted July 19, 2005 Hey here DM not a modeler here but I like the mace. Looks like your well on your way to modeling sabers and such Link to comment Share on other sites More sharing options...
Jeff Posted July 19, 2005 Author Share Posted July 19, 2005 Originally posted by General Kenobi Hey here DM not a modeler here but I like the mace. Looks like your well on your way to modeling sabers and such Hopefully I will be in the near future. Link to comment Share on other sites More sharing options...
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