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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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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
Last edited by acemaclace on Tue Jun 22, 2010 8:19 am, edited 1 time in total.
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Tue Jun 22, 2010 4:04 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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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...
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Tue Jun 22, 2010 6:52 am |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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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?)
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Tue Jun 22, 2010 6:56 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Open to suggestions. (Quilre faction)
I don't even know who you are.
Start with some devices. Do all the spriting first.
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Tue Jun 22, 2010 7:27 am |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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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?)
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Tue Jun 22, 2010 7:36 am |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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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
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Tue Jun 22, 2010 7:48 am |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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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 keep up the good work
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Tue Jun 22, 2010 8:31 am |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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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 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
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Tue Jun 22, 2010 8:39 am |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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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
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Tue Jun 22, 2010 9:00 am |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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Re: Open to suggestions. (Iertriach faction)
So rename the gunfile to my longass other gun title? Iertriach Standard 45 rifle.rte
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Tue Jun 22, 2010 9:02 am |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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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
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Tue Jun 22, 2010 9:07 am |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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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
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Tue Jun 22, 2010 9:10 am |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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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
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Tue Jun 22, 2010 9:48 am |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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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)
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Tue Jun 22, 2010 10:02 am |
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MGuard
Joined: Fri Mar 19, 2010 6:31 pm Posts: 16
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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
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Tue Jun 22, 2010 10:17 am |
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