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 Open to suggestions. (Iertriach faction) 
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Joined: Wed Apr 29, 2009 12:24 am
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Post Open to suggestions. (Iertriach faction)
Hello again. Now before you read my name,laugh,and get out of here. Let me tell you this, ive stopped the spamming and im ready to get serious. I hope to return with a good start. (It has been a year since i was on here)

-THE TOPIC-

Ok this is my first mod. If you may call it a mod. This is a faction in all. But I wanted first to have help from the pros to walk me through it. I have read the tutorials, but Im not quite sure im ready to do it all alone yet. (dont take that as a dirty sentence) I was thinking that "I love all these mods, but not all of them fit my style" So i thought "Hey ill make my own." I know the name of it, i know i want it to be a faction, and I know what the theme of it will be. Not to get ahead of myself but I was thinking kind of a human enslaving and kind of nasty faction.
-TO THE POINT-
So now for the actual point. I wanted to ask you guys these questions. I am very open to all of your smart ideas. (PLEASE NOTE WHEN I USE THE WORD SHOULD IT MEAN WHICH PROVES BETTER RESULTS OR EASIER METHODS)
1. Should I just edit a template of an actor or completely creat my own?
2. Should I make the weapons or actors first?
3. Who should I ask to code the actors and weapons if not myself (I am a terrible coder.)
4. What could prove a better name for the faction? (Name: Quilre)
-Notes/other information-
If you have no intention of helping out with this project by either commenting, suggesting, or helping with the work please do not post. This is my first planned mod and yes I know its a little big to begin with but please do not flame for unbiable reasons. Thank you for taking the time to help :grin:


Last edited by acemaclace on Tue Jun 22, 2010 8:19 am, edited 1 time in total.



Tue Jun 22, 2010 4:04 am
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Post Re: Open to suggestions. (Quilre faction)
Good to hear your up to the point.

1: I would strongly recommend starting and editing from a template, You can easily learn from it and understand how it works

2: Start with something small, like a bomb or a weapon. Then when you feel confident enough to move on. Move on

3: If you dont know how to do something yourself feel free to ask the community, Im sure we will be glad to help.

4: Its all up to you to choose the name of your faction. Try to start off with intuition, whatever comes to mind first usually seems best for me. Thinking of it over time can be just as convenient. If your still having trouble with it and can't find something comfortable. Again, there are plenty of minds and imaginations here to see what we can do.

Hope this helps with your Modding Journey...


Tue Jun 22, 2010 6:52 am
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Post Re: Open to suggestions. (Quilre faction)
Thank you very much thats extremely helful to me. Starting now. Whew and man its a journey. Im used to coding the xbox 360 to be compatable with the gameware and everything us at the base (were I work as a game designer) see is abnormaly different than this. This is far more challenging. I will soon have a picture of an edited template or a weapon. Thank you.

-EDIT-(eh running into a bit of trouble here. Im working on a gun. But now ive gotton the template with a clip. Now i need to do it without a clip. But I dont know if there is an easier way than to copy each tiny particle by bit. Is there an easier way?)


Tue Jun 22, 2010 6:56 am
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Post Re: Open to suggestions. (Quilre faction)
I don't even know who you are.

Start with some devices. Do all the spriting first.


Tue Jun 22, 2010 7:27 am
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Post Re: Open to suggestions. (Quilre faction)
Contrary wrote:
I don't even know who you are.

Start with some devices. Do all the spriting first.

Then your the lucky one. I dont know what i was doing before I wouldnt stop spamming annoying etc. Thank you for the suggestion.

Another problem (So can anyone help me now? The muzzle glow? What purpose does this have?)


Tue Jun 22, 2010 7:36 am
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Post Re: Open to suggestions. (Quilre faction)
sorry to double post I have been trying to keep it in the editing zone.

My first gun is this. The Iertriach Standard 45mm rifle. If this does not go through right I am sorry. (Oh man when I was trying to test the gun I got an error message. failed to extract (or was it launch?) Iertriach standard 45mm rifle ini. at line 23! dumbped to abortscreen. NOW I NEED MORE HELP THAN BEFORE!


Attachments:
File comment: This is the beta version that may be updated (Ps im so happy to get this through.) With the ammo clip
Gun000.bmp [1.25 KiB]
Not downloaded yet
File comment: This is the beta version that may be updated (Ps im so happy to get this through) Without ammo clip
Gun001.bmp [1.25 KiB]
Not downloaded yet
Tue Jun 22, 2010 7:48 am
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Post Re: Open to suggestions. (Iertriach faction)
If you post the error message we could help you , also posting the ini would help us find the problem and fix it and then you know how to
fix it later on

also the gun sprites look promising :D keep up the good work


Tue Jun 22, 2010 8:31 am
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Post Re: Open to suggestions. (Iertriach faction)
BrainChild wrote:
If you post the error message we could help you , also posting the ini would help us find the problem and fix it and then you know how to
fix it later on

also the gun sprites look promising :D keep up the good work
Error message if I could find a way to put that in.

Really? Thats nice to hear I always wanted to be a spriter on cc. Good thank you for that.
EDIT
Here is the exact error without the window.
RTE Aborted (x_x)
Abortion in file.\system\reader.ccp, Line 531, because
Failed to open included data file in Iertriach Standard 45 rifle.rte/Index.ini at line 2!
Last frame has been dumped to 'abortscreen.bmp'


Heres the files.
Index.ini (like said in the error
Code:
DataModule
   IncludeFile = Gun Template.rte/Gun.ini


This isnt for any reason really just so I can show you the code for the gun as well.
Code:
AddAmmo = MOSParticle
   PresetName = Gun Template Casing
   Mass = 0.05
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Gun Template.rte/Images/Casing.bmp
   FrameCount = 8
   SpriteOffset = Vector
      X = -2
      Y = -2
   AngularVel = 6
   Atom = Atom
      Material = Material
         CopyOf = Bullet Casing
      TrailLength = 0
   Framerate = 10

AddEffect = Attachable
   PresetName = Muzzle Flash Gun Template
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Gun Template.rte/Images/MuzzleFlash.bmp
   FrameCount = 4
   SpriteOffset = Vector
      X = -4
      Y = -6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 2
      Depth = 100
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 3
      Depth = 100
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   ScreenEffect = ContentFile
      FilePath = Gun Template.rte/Images/MuzzleGlow.bmp
   DrawAfterParent = 1

AddAmmo = Round
   PresetName = Round Gun Template
   ParticleCount = 1
   Particle = MOPixel
      PresetName = Particle Gun Template
      Mass = 0.008
      RestThreshold = 500
      LifeTime = 1500
      Sharpness = 250
      HitsMOs = 1
      GetsHitByMOs = 0
      Color = Color
         R = 143
         G = 143
         B = 143
      Atom = Atom
         Material = Material
            CopyOf = Bullet Metal
         TrailColor = Color
            R = 155
            G = 155
            B = 155
         TrailLength = 25
   Shell = MOSParticle
      CopyOf = Gun Template Casing
   FireVelocity = 80
   ShellVelocity = 10
   Separation = 5

AddAmmo = Round
   CopyOf = Round Gun Template
   PresetName = Round Gun Template Tracer
   ParticleCount = 1
   Particle = MOPixel
      CopyOf = Particle Gun Template
      PresetName = Particle Gun Template Tracer
      RestThreshold = 500
      LifeTime = 1500
      HitsMOs = 1
      GetsHitByMOs = 0
      Color = Color
         R = 247
         G = 247
         B = 147
      Atom = Atom
         Material = Material
            CopyOf = Bullet Metal
         TrailColor = Color
            R = 255
            G = 255
            B = 159
         TrailLength = 45

AddAmmo = Magazine
   PresetName = Magazine Gun Template
   Mass = 2
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Gun Template.rte/Images/Mag.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -4
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 3
      Depth = 1
   DeepCheck = 1
   JointStrength = 200
   JointStiffness = 1
   JointOffset = Vector
      X = 0
      Y = -3
   ParentOffset = Vector
      X = 1
      Y = 0
   DrawAfterParent = 0
   RoundCount = 30
   RTTRatio = 4
   RegularRound = Round
      CopyOf = Round Gun Template
   TracerRound = Round
      CopyOf = Round Gun Template Tracer
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 5
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   GibWoundLimit = 1

AddDevice = HDFirearm
   PresetName = Gun Template
   AddToGroup = Weapons
   AddToGroup = Automatics
   AddToGroup = Subguns
   Mass = 10
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Gun Template.rte/Images/Gun.bmp
   FrameCount = 2
   SpriteOffset = Vector
      X = -7
      Y = -4
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldValue = 20
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 10
   DeepCheck = 1
   JointStrength = 75
   JointStiffness = 0.5
   JointOffset = Vector
      X = -3
      Y = 3
   DrawAfterParent = 0
   OneHanded = 0
   StanceOffset = Vector
      X = 6
      Y = 5
   SharpStanceOffset = Vector
      X = 7
      Y = -2
   SupportOffset = Vector
      X = 5
      Y = 4
   SharpLength = 165
   Magazine = Magazine
      CopyOf = Magazine Gun Template
      ParentOffset = Vector
         X = 3
         Y = 1
   Flash = Attachable
      CopyOf = Muzzle Flash Gun Template
   FireSound = Sound
      AddSample = ContentFile
         FilePath = Gun Template.rte/Sounds/M1601.wav
      AddSample = ContentFile
         FilePath = Gun Template.rte/Sounds/M1602.wav
      AddSample = ContentFile
         FilePath = Gun Template.rte/Sounds/M1603.wav
      AddSample = ContentFile
         FilePath = Gun Template.rte/Sounds/M1604.wav
      AddSample = ContentFile
         FilePath = Gun Template.rte/Sounds/M1605.wav
      AddSample = ContentFile
         FilePath = Gun Template.rte/Sounds/M1606.wav
   EmptySound = Sound
      AddSample = ContentFile
         FilePath = Gun Template.rte/Sounds/EmptyClick3.wav
   ReloadStartSound = Sound
      AddSample = ContentFile
         FilePath = Gun Template.rte/Sounds/ReloadStart.wav
   ReloadEndSound = Sound
      AddSample = ContentFile
         FilePath = Gun Template.rte/Sounds/ReloadEnd.wav
   RateOfFire = 800
   ReloadTime = 1500
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 12
   SharpShakeRange = 3
   NoSupportFactor = 3
   ParticleSpreadRange = 3
   ShellSpreadRange = 8
   ShellAngVelRange = 2
   MuzzleOffset = Vector
      X = 10
      Y = 0
   EjectionOffset = Vector
      X = 1
      Y = -1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 6
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 5
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Oil
      Count = 4
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 6
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Device Small K
      Count = 1
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Device Small I
      Count = 1
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   GibWoundLimit = 3


Tue Jun 22, 2010 8:39 am
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Post Re: Open to suggestions. (Iertriach faction)
If that error is right meaning there are no spelling mistakes and such then in your index your referring to
"IncludeFile = Gun Template.rte....."
but your message says it looked for a Iertriach Standard 45 rifle.rte
try fixing the rte that you specified in the index


Tue Jun 22, 2010 9:00 am
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Post Re: Open to suggestions. (Iertriach faction)
So rename the gunfile to my longass other gun title? Iertriach Standard 45 rifle.rte


Tue Jun 22, 2010 9:02 am
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Post Re: Open to suggestions. (Iertriach faction)
Yes but you can just as well use a other name

It should look like this

DataModule
IncludeFile = ModName.rte/.ini

the mod name should be the same as the folder where it is in so if you named you folder Iertriach Standard 45 rifle.rte
then there should be IncludeFile = Iertriach Standard 45 rifle.rte/ then the name of the ini


Tue Jun 22, 2010 9:07 am
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Post Re: Open to suggestions. (Iertriach faction)
BrainChild wrote:
Yes but you can just as well use a other name

It should look like this

DataModule
IncludeFile = ModName.rte/.ini

the mod name should be the same as the folder where it is in so if you named you folder Iertriach Standard 45 rifle.rte
then there should be IncludeFile = Iertriach Standard 45 rifle.rte/ then the name of the ini
Oh Im starting to get it now. One problem though. I dont think I have an ini file. Or do you mean the gu- oh ok I gotch XD thanks Ill tell you if it works then ill move on to either another gun or actor. (I hate bombs) -EDIT- as i said earlier xbox 360 programming and moding is far easier than the pc most problems are solved the same way XD


Tue Jun 22, 2010 9:10 am
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Post Re: Open to suggestions. (Iertriach faction)
hmm tacle one of my failiures in life and move on to another.
RTE ABORTED! (x_x)
Abortion in file .\system\contentfile.ccp, at line 549, because
failed to load data object with following path and name
Gun Template.rte/images/casing000
the last frame has been dumped to 'abort screen'

You know what? I bet you it will say that for each casing so we find te fix and do it 7 times.


Attachments:
File comment: the casing
Casing000.bmp [1.07 KiB]
Not downloaded yet
Tue Jun 22, 2010 9:48 am
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Post Re: Open to suggestions. (Iertriach faction)
If you look at the ini then where there are framerate there should be one (more and you will need to have as many bmp's as there frames
they should be numbered 000 , 001 , 002

so if your framerate is 5
then there should be a
Pic000.bmp
Pic001.bmp etc
so change the framerate or make more frames

until you reach 5 frames (Pic005,bmp)


Tue Jun 22, 2010 10:02 am
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Post Re: Open to suggestions. (Iertriach faction)
Code:
 FilePath = Gun Template.rte/Images/Casing.bmp
   FrameCount = 8


There it is :) You have 8 frames so you need to make 8 pics. Like Casing000.bmp, Casing001.bmp.......Casing007.bmp.
So basically FrameCount tells the number of frames the sprite has.

-----EDIT-----
It seems that I was a bit slow.

----EDIT2----
Probably you need to fix this too:
Code:
    FilePath = Gun Template.rte/Images/MuzzleFlash.bmp
   FrameCount = 4


Tue Jun 22, 2010 10:17 am
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