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Author Topic: Basic Question about Modding  (Read 8247 times)

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Basic Question about Modding
« on: »
Hi guys, i'm new here.
Can't find any better place to ask stuffs about modding TL2 but here.

I'm not that new to modding, i've tried Wc3 WorldEdit, TES CreationKit, Terraria, and now TL2.
I just get the original game so i can access the GUTS (and support the dev :D)

I'm currently want to port Path of Exile items into TL2.
Currently doing the Amulets. Maybe some of you know this game.

And because the lack of detailed documentation, i just rely on trials and errors this past week.
Here's some question :

1. How can i import icons ? And what is the image's specification ? I tried converting random icon into DDS and it doesn't show up on GUTS

2. (Path of Exile reference) I want to recreate Eye of Chayula, and if someone doesn't know , it's an Amulet. Unique amulet to be more specific. It has these affixes:


 +10-16 to All Attributes ( i can add manually from STR, DEX, MAG, and DEF effects)
 +30% Increased Rarity of Item Found (basic IIR from Effects)
 20% Reduced Maximum Life (-20% hp)
 Cannot be Stunned (100% stun resist)

the problem is, how can i make the Effect of Stun Resist says "Cannot be Stunned" instead of "100% Stun Resistance" in the item itself ?
I tried to make custom Effect from EFFECTLIST.dat with base effect of Stun Resistance and modify the GOODDES and BADDES into string.
It can be compiled. But crashes when i run the game.

Code: [Select]
[EFFECT]
<STRING>EFFECT:KEFFECT_TYPE_STUN_RESISTANCE
<STRING>NAME:XUNIQUES_CHAYULA_STUNRESIST
<TRANSLATE>GOODDES:Cannot be Stunned
<TRANSLATE>GOODDESOT:Cannot be Stunned for [DURATION]
<TRANSLATE>BADDES:Cannot be Stunned
<TRANSLATE>BADDESOT:Cannot be Stunned for [DURATION]
<INTEGER>MINVAL:-100
<INTEGER>MAXVAL:100
<STRING>VALUE1:MIN
<STRING>VALUE2:MAX
<STRING>VALUE3:NA
<STRING>VALUE4:NA
<STRING>VALUE5:NA
<STRING>TYPE:Value
<INTEGER>DISPLAYPRECISION:0
<FLOAT>DISPLAYPRECISIONMAXVAL:0
<BOOL>AFFIX_MODIFIES:true
[/EFFECT]

3. How do i set the item drop rate ? There's rarity field in the Item editor. But i don't know the standard of these drops. Because i want to make it extra rare.


That's my few questions. I really appreciate any kind of answers.
For those interested in this items, you can visit http://poedb.tw/us/unique.php?cn=Amulet. It has so much game's database we can port into TL2 because why not.

I can only visit here weekends so i may not respond quickly

Thanks :)

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Re: Basic Question about Modding
« Reply #1 on: »
1. Well, this process is a little confusing.  :)
For mod you need 2 files: *YOUICONSHEET*.DDS and *YOUICONSHEET*.IMAGESET
Also you need *YOUICONSHEET*.PNG for GUTS - because GUTS "does not see" *.dds. You can delete all *.png later.

*YOUICONSHEET*.DDS(or PNG) - your texture with icons
*YOUICONSHEET*.IMAGESET - description of your texture, that stores names and coordinates of your icons. You can open it with any text editor.
Code: [Select]
<?xml version="1.0" encoding="UTF-8"?>
<Imageset Name= "fish" Imagefile="media/ui/icons/fish/fish.png" NativeHorzRes="1024" NativeVertRes="768" AutoScaled="true" >
<Image Name="fish_undead" XPos="1" YPos="1" Width="62" Height="62" />
<Image Name="fish_sushi" XPos="65" YPos="1" Width="62" Height="62" />
<Image Name="fish_spine" XPos="129" YPos="1" Width="62" Height="62" />
</Imageset>

Your texture you can create manually in GIMP/Photoshop/Paint.NET (as I do) and create *YOUICONSHEET*.IMAGESET manually too.
Or you can find TextureSheeter.exe utility in your game directory. This utility allows you to automate the whole process.



Put your icons in one directory, choose paths, placing checkmarks and push Go.

For me, this utility can`t convert to DDS(Use DXT5 for Icons and UI) so I chose PNG.


« Last Edit: November 19, 2016, 02:18:17 pm by Kva3imoda »

Re: Basic Question about Modding
« Reply #2 on: »
Hey StereoX, hey Kva!  Just to add about those files...

As Kva pointed out, the iconsheet and .imageset files are always in pairs.  The .imageset sets the X (horizontal moving right) and Y (vertical moving down) coordinates for sections on the iconsheet containing an image and gives that section a unique name which the game can then call to display the image.

Starting a file-pair from scratch can be troublesome getting the X,Y coordinates just right, so Kva's suggestion to use texturesheeter.exe to make these file-pairs is right.  But in case you wanna try a manual approach  you can also  "clone" a file-pair to use as a base.

Taking note of the "grid" used by the .DDS / .PNG file, overlay your own images on top of the ones already there. This ensures your X and Y coordinates will match-up correctly with what's on the .imageset file.  Save the edited file under a totally new name.

On the cloned .imageset, rename those sections which now contain your new images...

From: <Image Name="old_image_name" XPos="129" YPos="1" Width="62" Height="62" />

To: <Image Name="new_image_name" XPos="129" YPos="1" Width="62" Height="62" />

It's a good idea to erase the other X/Y lines so as not to confuse the game.  Point the .imageset to use your newly edited image (the opening lines at the top of the file) and save the edited .imageset also under a totally new file name.  Your file-pair should be good to go ;)

The icons for armor and weapon units are usually called from within their unit .DAT files (in MEDIA\UNITS\...) with a line like

<STRING>ICON:icon_name_from_imageset_file

Just edit these to use your new image names.  Other unit types might vary slightly from this, but shouldn't be difficult to figure out.

« Last Edit: November 19, 2016, 09:45:17 pm by Phanjam »


Re: Basic Question about Modding
« Reply #3 on: »
Thank you guys. I'll try that TextureSheeter :)

How about the other question ?

Re: Basic Question about Modding
« Reply #4 on: »
How about the other question ?

I just spent some time trying to "hide" the affix descriptions for item units (using <BOOL>STATSHIDDEN:TRUE), so you might use alternate text (using <TRANSLATE>ADDITIONALDESCRIPTION:) to describe them instead.  But I couldn't get it to work :(

That was the only workaround I could think of / sorry.  Tho there may be others...

Oh and Welcome to Torchmodders StereoX!!!


Re: Basic Question about Modding
« Reply #5 on: »
Thank you anyway.
I'll try to figure it out by myself this time

Re: Basic Question about Modding
« Reply #6 on: »
3. How do i set the item drop rate ? There's rarity field in the Item editor. But i don't know the standard of these drops. Because i want to make it extra rare.
The Item Drop is complex structure of spawn classes. But for your goal is enough to set RARITY. If your
amulet is a unique item, then RARITY:100 means the drop rate as an ordinary unique item. RARITY:50 means - less than 2 times. RARITY:0 means - never.
« Last Edit: November 21, 2016, 05:08:33 pm by Kva3imoda »

Re: Basic Question about Modding
« Reply #7 on: »
So i've tried modifying spawn classes which is quite structured
I'm expecting conflicts with other mods

But can i DIRECTLY copy "Treasure_*" spawn classes and use it in my mod ?
Is there any rule before i copy spawnclasses or any modifyable .dat in vanilla TL2 ?

I've set it to highly improbable chance to drop

Re: Basic Question about Modding
« Reply #8 on: »
Hey Stereox! Not really a direct answer but Im hoping this will help you...

http://forums.runicgames.com/viewtopic.php?f=57&t=55562

It's specfically about spawnclasses, which is black-magic as far as Im concerned :D


Re: Basic Question about Modding
« Reply #9 on: »
So i've tried modifying spawn classes which is quite structured
I'm expecting conflicts with other mods

But can i DIRECTLY copy "Treasure_*" spawn classes and use it in my mod ?
Is there any rule before i copy spawnclasses or any modifyable .dat in vanilla TL2 ?

I've set it to highly improbable chance to drop

For spawnclasses you can copy the file, change the file name, but keep the name string the same in order to merge the two files.  Doing this will add all of the information from the new file into the base TL2 file. 

So, if the first spawnclass has a list of possibilities that looks like:

Quote
axes
swords
maces

And you want to include spears, too, then you'd copy the first file, change its filename, add spears and delete the other entries:

Quote
axes
swords
maces

spears

When the mod is compiled it will add spears to the list.

Re: Basic Question about Modding
« Reply #10 on: »
Hey gytfunke!  :) You're back!

Spawn classes - is a complex structure, now (and before my "modding break") I studied this.

Stereox, you can test all spawn classes in GUTS. In SpawnClass Editor click on the "check mark" button and you'll get a new window for tests.
« Last Edit: November 24, 2016, 04:54:54 pm by Kva3imoda »

Re: Basic Question about Modding
« Reply #11 on: »
Got the spawn classes stuffs. It worked. The weight stuffs is quite complicated as each "possible" drop aside from NONE will "multiply" the possibility of drops.


And now again, i created a skill.
Actually just rename a skill from TL1CP.

Alchemist Ember Lightning renamed to Arc. I add some two more chains to the skill's executable and adjust the damage. (no new affixes or anything, just renamed)



And now the skill icon disappear on the Skill Menu.
I figure it out that renaming the Alchemist's tree UI and rename the Ember Lightning at Alchemist's base data fixes this.
The thing is, whenever i hover above the icon, it Crashes.

Here's the UI code:
Spoiler (hover to show)


I'm sorry for this discussion is getting long  :(
« Last Edit: November 24, 2016, 06:50:37 pm by Stereox »

Re: Basic Question about Modding
« Reply #12 on: »
Here's the EMBERLIGHTNING.dat:
Spoiler (hover to show)



Please take your time to review the code.
Maybe i'm too careless because i usually add the code manually and use Replace All thingy from Notepad.

Thank you very much guys
« Last Edit: November 24, 2016, 06:53:02 pm by Stereox »

Re: Basic Question about Modding
« Reply #13 on: »
You can open any UI menus in GUTS.


Re: Basic Question about Modding
« Reply #14 on: »
Alchemist Ember Lightning renamed to Arc.

I figure it out that renaming the Alchemist's tree UI and rename the Ember Lightning at Alchemist's base data fixes this.
If you want to change the skill name manually in a text editor. Well, just change the old name to your new -Arc. Also remove *.LAYOUT.BINLAYOUT file.

 

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