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Post by Freako on Oct 29, 2011 3:52:05 GMT -5
Should I have posted this in the work in progress section? aww well. Instead of making a new one for every little thing I do I figured I have a single dedicated topic to stuff I do here and there. And if someones interested in something I did I'll release it. Today i've been fiddling around with the vertex injector to get NPC's clothing items for Frank Slappy's head that replaces the sports fan helmet Looter's backpack that replaces the ninja mask At first though I tried getting the looter's whole hoody but there is an issue with hair. I didn't quite want to expand the hood over the top of it. Also, no camera. These are all just done with model editing and swapping, I'm an absolute novice when it comes to coding related things. update by anon1404: tutorial right HERE.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Oct 30, 2011 16:52:21 GMT -5
moved topic to Work in Progress.
also with the hair and legs clipping issue, in order to have a good model swap you have to swap every part of Frank's body (i.e. headwear_base, head_default, chest_default, hands_Banana_Hammock, legs_default, feet_default (not exactly sure what frank's default feet are))
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Post by Freako on Oct 30, 2011 18:41:42 GMT -5
That I knew, I just didn't bother continuing it further. And never mind, without mariokart64 I really have nothing more I can do modding wise except release the newest version of Willamette Frank New shirt texture, popped collar, modified jacket and belt.
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tab
Survivor
Posts: 118
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Post by tab on Oct 31, 2011 6:21:09 GMT -5
i gotta ask you since that mariokart is gone (the hell happened...? looks like some mod threw a hissy fit and deleted all his work or something), how exactly are you using his script? can you provide a step by step process on how you get the specific pieces to stay in place and stuff, because all my attempts so far have met in weird results..
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Post by Freako on Oct 31, 2011 7:25:25 GMT -5
I just select the vertices I want to move and then move them, it can take a long time but it's really very simple.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Oct 31, 2011 7:55:23 GMT -5
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tab
Survivor
Posts: 118
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Post by tab on Oct 31, 2011 8:10:48 GMT -5
ahh, that's a shame since he made such a breakthrough. i was pretty excited about the prospect of porting completely new models and stuff into the game
also freako it seems the problem for me is that the model that i attach the thing to stays existing rather than deleting/being removed so it's like... if i put a different model on top of the chest_ninja_f model the actual chest_ninja_f model still appears alongside the ported model in-game.
i noticed that the ninja mask/looter backpack replacement seemed to remove the ninja mask model which is more or less the same type of thing i'm looking to do.
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Post by Freako on Oct 31, 2011 19:18:19 GMT -5
Well obviously you're supposed to replace the whole ninja mask model. I have absolutely no idea how you're managing to mix them into one.
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Deleted
Deleted Member
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Post by Deleted on Oct 31, 2011 20:29:47 GMT -5
Swapping part of model works for me except the camera part. Could you tell me how to remain Frank's camera? Like when swapping to Chuck model and the camera is gone even I placed geo_camera from Frank's to Chuck's Edit* Never mind... I got it. Edit** Oh won't work again... the model was loaded but the texture wasn't right... hex edit give me a headache... MatTextureInfoArray, MatArray, valuesets - which one will do?
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Post by Freako on Nov 1, 2011 10:33:45 GMT -5
I haven't a clue what you're doing. Changing all two handed firearms to be held with one hand like dead rising 1:
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djlarryt
Modder
Ridin the dolphin!
Posts: 171
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Post by djlarryt on Nov 1, 2011 12:32:20 GMT -5
Freako, will it work by renaming the mesh item you want in 3Ds and re-injecting it back into the .big file of the item you're trying to replace?
So for example if you want to replace the Ninja Mask with the backpack, you would a) import the backpack mesh to 3Ds; b) rename the object in 3Ds to "frank_ninja_mask" or whatever the object is called in the .big file for NinjaMask; c) re-inject it back into the ninja_mask_f.big file from 3Ds. This way it would replace the item that's already there with a different mesh so you won't get two of them?
The other thing you might want to try is after you re-inject your new item into the .big file, go with a Hex editor and delete the object you don't want there (if it still exists). That might prevent duplications.
If you're getting a duplicate it means it's adding the new mesh item into the one that's already there, generating a conglomerate (which would be VERY useful in creating other outfits, however).
The problem that I'm having is with polygon sides being flipped when I re-inject the altered meshes... you know when the line between two vertices connects the opposite two vertices, creating a larger sharp edge and making shapes jut out of the model? Anyone found a way to fix this, or a workaround?
The model looks fine in 3Ds but after re-injecting/repacking npcs.big when I enter the game to see if it works, this happens.
If I pull that same newly-altered .big file back into 3Ds the flipped polys are evident now, the same way I saw them in the game- so some of my changes are gone- yet my moved vertices are correctly where I moved them.
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Post by Freako on Nov 1, 2011 18:34:54 GMT -5
I'm doing just fine with my method. What outfit are you trying to change/make?
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tab
Survivor
Posts: 118
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Post by tab on Nov 2, 2011 8:21:32 GMT -5
the game automatically reads for items that are used in combinations, if you take custom items and then place them in the cComboCardItem weapon_1 and weapon_2 categories.
for example in my mod, the turbo blitzkrieg is made by combining the minigun and one of three other custom weapons: the rocket launcher (macmissgun), auto shotgun and sawblade gun.
the stuff looks like this:
cComboCardItem turbochair { AchievementCategory = "12" AltItem = "SawBladeGun" AltItem2 = "AutoShotgun" Attack1 = "2700" Card_Label = "2821" CardIndexNumber = "33" ComboStationRotation_1 = "0.5,-0.5,-0.5,0.5" ComboStationRotation_2 = "0,-0.70710677,0,0.70710677" DR2 = "true" Ticker_Description = "2521" Weapon_1 = "Minigun" Weapon_2 = "macmissgun" Weapon_Description = "2641" }
not entirely sure if it's required to put the card details achievements, etc but overall it's not too rough.
if you want to disable the ability for an item to be used in combinations i think setting IgnoreAnyComboRequests0 to true might work but i've never personally tried
i got a question about the camera model edit you did: how did you disable the other pieces of the model? going through the individual files with HXD didn't yield any results when looking for what was edited.
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Post by Freako on Nov 2, 2011 9:56:52 GMT -5
I made a combo weapon that was Spray Paint + Folding Chair = TIR Folding Chair It worked fine when I just copied most of the values from the Spiked Bat combo code but then that caused the Bat to stop being a combineable item so I fiddled with the values but still I cannot get it to work again
cComboCardItem TIRChair { AchievementCategory = "12" Attack1 = "2700" Attack2 = "2701" CanBeBuiltInProlog = "true" Card_Label = "9999" CardIndexNumber = "99" DR2 = "true" IconAsset = "w_foldingchairTIR" PP_Multiplier = "2" Ticker_Description = "9999" Weapon_1 = "Chair_9" Weapon_2 = "Spraypaint" Weapon_Description = "9999" }
What do I need to do to "add" a new combo "card"
As for the camera, I used the vertex injector to import frank's default chest and then selected everything except the camera, scaled it as tiny as a pea and then moved it as far away from the body as I could, It's the duct tape approach to modding but it works.
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tab
Survivor
Posts: 118
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Post by tab on Nov 2, 2011 10:21:48 GMT -5
ahh, so it's the same thing i'm doing. was hoping there was a lazier way to do it but oh well.
i don't think it's technically possible to add a "new" combo card.. but my memory's fuzzy on it. from what i remember if you try to go past the combo card limits the game freaks out and crashes or acts as if there isn't a combo in the first place (or something?)
i don't believe just using the same card causes the combinations to dissapear though, at least with the lines i used. try getting rid of the iconasset, prologue and attack1/2 lines and see what happens. edit: derp and changing the other properties to something existing/below whatever the limit is
i just tried it without them using my item and it seemed to work perfectly fine, but i didn't really do any extensive testing or anything.
edit: ok using your lines i've not the slightest idea what is going on. it worked for one attempt and then after recreating it after testing others out it didn't work. will write again after i figure this out.
edit 2:
with some testing it seems like for OTR using the cardindexnumber of a pre-existing combo DOES mess up the combo. guess that's what i get for using a combo item i never make. hopefully there's a way around this because boy howdy it's irritating.
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Post by Freako on Nov 5, 2011 8:27:17 GMT -5
I found this unused weapon from case west still in the files, the model, textures and animations are intact although the hud icon is is a 2x4 for some reason and it has no display name or soundeffects. Here's a code that will spawn it in the safe house cafeteria: cItemPlacement CannedDrinks { ItemName = "CannedDrinks" Location = "-7.36,-0.212,20.1" Rotation = "0,0,0,0" } I also found these left over from Case West, Flash Grenades, everything about them is intact fully working, but for some reason the display name is changed to Concussion Grenade: They even still blind you. Haven't tested it on enemies though.
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Post by solidcal on Nov 5, 2011 15:33:00 GMT -5
Thats pretty cool about the CW stuff being in the game.I wonder what else is still in the game from CW?
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Post by Freako on Nov 5, 2011 17:48:46 GMT -5
I checked and these appear to be the only two.
I guess I can release the one handed weapons today.
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Post by Freako on Nov 5, 2011 18:22:14 GMT -5
I'm not sure but I think I may be the first person to actually use this weapon. I read on deadrisingwiki that it was in the regular DR2 files, but it was invisible in game. Well, here it is: Stick this in fortune_exetrior.txt to spawn it near on platinum strip (in the location of the first screenshot) cItemPlacement WheelBarrow { ItemName = "WheelBarrow" Location = "-261.5, -4.2,2.6" Rotation = "0.002,-0.955,0.002,0.298" SpawnPropFromCategory = "77" }
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Post by DukeNukem0911 on Nov 5, 2011 20:00:04 GMT -5
or lost planet frank would be awesome too , as there's an extractor for LP2 , it would be simple ;D
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Post by Freako on Nov 5, 2011 20:04:47 GMT -5
mariokart64n is already working to convert frank's actual model from DR1 so I wouldn't sweat it.
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Post by Freako on Nov 5, 2011 20:30:04 GMT -5
Not yet, but eventually, maybe.
Anyway if anyone wants the flash grenades go into your palisades.txt and find this line
cItemPlacement HandGun1
Replace its code with this:
cItemPlacement FlashGrenade { IsDispenser = "true" ItemName = "FlashGrenade" Location = "155.623,7.70,-32.324" PropState = "-2" Rotation = "0.408,-0.403,-0.545,0.614" }
That will put an unlimited supply of Flash Grenades in the High Noon Shooting Range store in the Palisades Mall.
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Post by Freako on Nov 5, 2011 21:53:20 GMT -5
I know that.
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Post by Freako on Nov 6, 2011 0:31:13 GMT -5
No.
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Post by gique13 on Nov 6, 2011 4:08:39 GMT -5
DR1 running animations were akward why would you want that?
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Post by Freako on Nov 20, 2011 3:46:07 GMT -5
I apologise for my absence as I have serious health issues that come and go. I remember I still need to release the mod that makes all two handed firearms one handed like Dead Rising 1, But the data needed to copy into items.txt is way too much so i'd have to just post the instructions on how to do it yourself, do I post that in mod releases or in the tutorial section?
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Post by Freako on Nov 21, 2011 5:31:11 GMT -5
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Post by Freako on Nov 22, 2011 8:47:55 GMT -5
I'm trying to make a version of the metal baseball bat that can be used without the ball cPlayerWeaponItem metalbase { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton5 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState5 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "10" AnimationAttackChooserValue1 = "31" AnimationAttackChooserValue5 = "71" AnimationAttackName0 = "male_attack_baseball_bat_a" AnimationAttackName1 = "male_attack_baseball_bat_b" AnimationAttackName11 = "male_throw_1hand_object" AnimationAttackName5 = "male_attack_baseball_bat_heavy" AnimationAttackName6 = "male_attack_baseball_bat_charge" AnimationAttackName7 = "male_attack_miningpick_miss" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "40" AnimationChooserValueForWalkRun = "0" AnimBankName = "BaseballBat" AssetFilename = "metalbase" AssociatedMagazineType0 = "13" AssociatedMagazineType1 = "10" AssociatedMagazineType2 = "12" AttackAudioAssetName0 = "LeadPipeHitBody" AttackAudioAssetName1 = "LeadPipeHitBody" AttackAudioAssetName5 = "LeadPipeHitBodyBig" AttackDamage0 = "60" AttackDamage1 = "60" AttackDamage5 = "100" AudioActionBits = "256" AudioFilename = "fx_leadpipe" AudioItemName = "LeadPipe" BenchRestRotation = "0,0,0.70710677,0.70710677" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.2" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.15" ComboBlendDuration1 = "0.15" ComboBlendDuration5 = "0.175" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse5 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse5 = "2" DisplayName = "50396" DR2 = "true" DR2PRO = "true" Durability = "40" EffectAudio0 = "2" EffectAudio1 = "2" EffectAudio5 = "2" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact5 = "280" EffectOnVictim0 = "14" EffectOnVictim1 = "14" EffectOnVictim5 = "20" EffectOnWeapon0 = "0" EffectOnWeapon1 = "0" EffectOnWeapon5 = "0" FatalHitReaction0 = "HITREACTION_FATAL_GROUP2" FatalHitReaction1 = "HITREACTION_FATAL_GROUP2" FatalHitReaction5 = "HITREACTION_FATAL_GROUP2" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_FATAL_GROUP2" HitReaction1 = "HITREACTION_FATAL_GROUP2" HitReaction5 = "HITREACTION_WEAPON_HEAVY_MEDIUM" IconFilename = "w_metalbat" IgnoreAnyComboRequests7 = "false" Impulse0 = "1.1" Impulse1 = "1.1" Impulse5 = "1.5" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Blunt = "true" Is_Cliche = "true" IsWeapon = "true" ItemBeingUsedHearingRadiusMultiplier = "3" LoadDistance = "30" LocatorOrientationOffset = "1.000,0.000,0.000,0.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxDamageDealtPerAttack = "25" MaxProjectileDamage = "75" ProjectileFatalHitReaction = "79" ProjectileHitImpulse = "1" ProjectileHitReaction = "79" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter5 = "0" ResetComboSeqCounter1 = "true" ResetComboSeqCounter2 = "false" ResetComboSeqCounter5 = "true" ResetComboSeqCounter7 = "false" Restitution = "0.01" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" ShowInCheatMenu = "true" SurvivorWeapon = "true" ThrowAngleDegrees = "6" ThrowEffectAudio = "4" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "14" ThrowForce = "8" ThrowOffset = "0,0,0" ThrowSpin = "10,0,7" VibrationPattern0 = "5" VibrationPattern1 = "5" WeaponType = "1" Weight = "10" cPrestigePointInfoItem bballbat_prestige_info { ActionButtonRequired0 = "PLAYERBUTTON_CHARGEUP" ActionButtonRequired1 = "PLAYERBUTTON_CHARGEATTACK_SHORT" PrestigePointsAwarded0 = "25" PrestigePointsAwarded1 = "25" RewardCondition0 = "2" RewardCondition1 = "2" }
cLimbDestroyInfoItem baseballbat_gore { Limb0 = "0" mFlags0 = "32" ProbabilityOfExploding0 = "1" }
} Although there seems to be a bug when you aim to throw the bat, Frank's body seems to twist 90o, and he still holds it a little too close to the end of the handle Edit: I did some fiddling and it's this line thats causing frank to twist LocatorOrientationOffset = "1.000,0.000,0.000,0.000" But without it the baseball bat is held backwards, so that's as good as I can do without being able to rotate the actual model itself when that is possible.
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Post by Freako on Nov 24, 2011 1:06:43 GMT -5
I'm trying to add a new shirt into the game, for now i've just copied the uranus zone shirt renamed them and added them as these files: into npcs.big then wrote this code into items.txt cOutfitItem OUTFIT_GOODGAME_SHIRT { BodyItem = "body_goodgame_shirt" FacewearItem = "NONE" FeetOverItem = "NONE" FeetUnderItem = "NONE" HeadwearItem = "NONE" }
cBodyItem body_goodgame_shirt { ChestAssetFilename = "chest_goodgame_tshirt" ChestAudioName = "ClothChest" CoversShin = "true" HandsAssetFilename = "hands_naked" LegsAssetFilename = "leg_uranus_tshirt" LegsAudioName = "JeansLegs" }
cClothingDispenserItem goodgameshirtdispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ClothingEmote = "4" CollidableQuality = "0" CollisionType = "3" DisplayName = "50711" DR2 = "true" InteractDistance = "2" IsChest = "true" IsFeet = "false" IsHeadwear = "false" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "OUTFIT_GOODGAME_SHIRT" OutfitIdFrank = "OUTFIT_GOODGAME_SHIRT" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" } And put this code into safehouse.txt cItemPlacement goodgameshirtdispenser { ItemName = "goodgameshirtdispenser" Location = "5.200,-1.067,25.320" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" } But when I interact with the clothes box, it doesn't give me the shirt I added. What am I doing wrong? The outfit box works if I change ChestAssetFilename = "chest_goodgame_tshirt" To any other chest item that is already in the game, so I don't understand why adding one won't work.
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Post by gique13 on Nov 25, 2011 3:45:23 GMT -5
I don't think anyone has successfully added anything to DR2 only swap
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