| 16:51:01 2 May 2017
On forum: 09/29/2013
Message edited by:
Can someone port over the Reanimation Project 2 then?|
I don't really feel brave enough to try.
EDIT1: I tried to be brave, but the game crashed. I only edited TOZ34 and PM animations for starters.
I'm just gonna leave this to the professionals xD
| 12:03:39 3 May 2017
On forum: 02/10/2008
Message edited by:
Adding New Weapons LADC|
Would you mind breaking down the process of adding new weapons? And will NPC's use them? Regardless, good find man. Cheers
I added a couple of weapons for S3r1ous to his SLAM pack a while back, to show him how to get going with porting weapons.
I added two weapons for him, the FNC and the Mosin, including adding the ACOG scope. This is all I did, so neatly shows all the files that need to be edited in some form or other. You can find the file here:
Additionally, I normally tag my edits with the tag SPLAT - so they are a bit easier to find. Whilst it's not a guide, it shows all the files involved - have a look and let me know how you get on.
A couple of non-obvious elements.
The icon for the weapon is held in gamedata -> textures -> ui -> ui_icon_equipment.dds. These icons are laid out using a 50x50 grid.
So if a weapon icon fits in a 250x100 'cell', and is located at co-ordinates 1900x200 in ui_icon_equipment.dds, then you'll need to set these values:
inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 38
inv_grid_y = 4
In the ... -> config -> weapons -> <weapon>.ltx
One other wrinkle - it's very easy to miss textures. If you see something odd in-game, check in the ... appdata -> logs -> xray_<user>.log, and seach for the word 'texture' - very often you'll find the full name and even partial path of the missing texture - making your job of finding it MUCH easier!
For tools - I use Agent Ransack for searching through files*, notepad++ for editing and GIMP for editing the .dds files.
* The files I'm normally interested in are .ltx .script and .xml files - so use a filter in Agent Ransack to speed up the searching if you need to trawl the unpacked .db files.
One final tip, for GIMP, when using 'export as...' to save the .dds, use 'BC3/DXT5' compression, and 'Generate mipmaps'. If you don't use compression you end up with HUGE files.
Alas I've (still) no idea about how to sort out animations...
p.s. One workflow tip. I never edit, or copy into, the existing gamedata directly. I have a patch folder, with all my work in there, same directory structure and names. Then I copy across into the main gamedata when ready to test. It really helps me have a clear view on which files I've been editing, rather than having to remember and trawl through huge long lists of files time and again.
Most up to date LADC mod: