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Author Topic: Basic Question about Modding  (Read 8248 times)

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Re: Basic Question about Modding
« Reply #15 on: »
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.
...and don't forget to change the GUID too!


Re: Basic Question about Modding
« Reply #16 on: »
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.
You're right, the new skill data has to be entered into the skilltree UI.  It's best to make a new SKILLTREEOVERRIDE file (by cloning and renaming the existing Alch  file for example) for this.

Quote from: Stereox
Here's the UI code:
 . . .
But you won't need to do this by hand! :D It's best to do this from the "UI" view in GUTS.  Switch to the UI tab (in the lower left of the GUTS main window) and then open up your cloned/renamed SKILLTREEOVERRIDE file.

It will be easier to make a tutorial using screenshots / I will do this later tonight (sorry for delay :P )

Quote from: Stereox
I'm sorry for this discussion is getting long  :(
Ha! This is definitely NOT long yet :D


Re: Basic Question about Modding
« Reply #17 on: »
You're right, the new skill data has to be entered into the skilltree UI.  It's best to make a new SKILLTREEOVERRIDE file (by cloning and renaming the existing Alch  file for example) for this.
That's the problem. I don't understand with those many names and variables. So i just rename one thing there, on that section.

Quote
Ha! This is definitely NOT long yet :D

Maybe it's true. I might pissed everyone of you here

Quote
...and don't forget to change the GUID too!

How does one change the GUID and which one am i supposed to change this GUID ?
« Last Edit: November 25, 2016, 01:48:15 am by Stereox »

Re: Skill Icons
« Reply #18 on: »
Hey Stereox (and welcome to the family...)

I am willing to write a tutorial about Icons for the TorchmoddersWiki, including ImageSetCreation, simple Icon replacement and some advanced stuff like your Skill changes... The thing is, this will take some time so here is my quick reply:

Icon:
  • Copy an ImageSet.png and replace the Icons with your own
  • Save it in your Mod into the equal folder level as the original in the "Media/..." folder under a new name (likewise you give all your files a personal prefix - for example: "stx_skillicons.png" -> will make them unique and won't be replaced by other mods)
  • Save it again as .dds
  • copy the .IMAGESET, rename and relocate it, rename (and resize/locate if necessary) all Icons you want to use and delete all text lines you dont use (or delete the "<" and keep the lines for later replacements)
  • Save it with the same new name you used for the .png and .dds
Skill:
  • Clone a skill you want to modify by right clicking that skill in the SkillsEditor
  • the popup window contains the new name (remember the prefix thing?), the folder you save in (should be media/skills/...) and the location of the skill you wanna clone (checkbox should be activated  ;))
  • in the bottom right window search for the "Name", write it down (later I come back to that) and change it to "prefix_whatever", change the displayname to "whatever"
  • change the "image" and "inactiveimage" links by browsing for your ImageSet
  • just for knowledge - you can set a "global" skill icon or different icons for each level
Let's make it work

Player:
  • in GUTS navigate to DataEditors/Units/Players and select the _Base of the class you want to give the skill to
  • select the "skills" menu at the right and click on "new"
  • brows four your newly created skill and set the requirements
  • now save it and your class has "learned" that skill
UI:
  • Click on "UI" in the Guts main window at the very bottom left
  • Above click on "file" and open the Skilltreeoverride of that class located here MEDIA\UI\MENUS\SKILLTREEOVERRIDES
  • expand the "skillWindow" till you find "SkillPane 1-3". In these 3 windows search for the Skill you cloned (the written down name might help you to find it) and select it
  • on the right side in Guts main window make sure to select "Properties" and search under "Data" for "WIDGET NAME"
  • delete the old and insert your skills "name" (the one with the prefix), no drop-down-list to choose from :(
done!
At least thats all I can think of. let me know if it's working or if I have to go over my steps again to check what I've missed...

for example you might need to save you progress in between and restart GUTS from time to time...

cheerio
lolesch


p.S.: using this should have no GUID conflict. else you can find "GUID to clipboard" under "Utilities" in the Mainwindow and paste it into your new skill. Its the ID of code elements and must be unique - I guess your skill uses the same as the "vanilla" skill. This happens when you copy paste code manually but not when its done like "cloning" with GUTS
« Last Edit: November 25, 2016, 09:02:44 pm by lolesch »
some projects in progress

Re: Skill Icons
« Reply #19 on: »
no drop-down-list to choose from :(

this is it.
I thought widget name is yet another String names which i can fill in freely because there's no field for "Skill Used: " or "Skill Linked: "

Bit misleading.

Re: Skill Icons
« Reply #20 on: »
UI:
  • Click on "UI" in the Guts main window at the very bottom left
  • Above click on "file" and open the Skilltreeoverride of that class located here MEDIA\UI\MENUS\SKILLTREEOVERRIDES
  • expand the "skillWindow" till you find "SkillPane 1-3". In these 3 windows search for the Skill you cloned (the written down name might help you to find it) and select it
  • on the right side in Guts main window make sure to select "Properties" and search under "Data" for "WIDGET NAME"
  • delete the old and insert your skills "name" (the one with the prefix), no drop-down-list to choose from :(

Hey guys, here's a pic to help "zoom-in" on Lolesch's tut about the skilltreeoverride file in the UI tab of GUTS...

Spoiler (hover to show)

Hope this helps ;)


Re: Basic Question about Modding
« Reply #21 on: »
thanks Phanjam.

I've linked my post to the Wiki, hope this will do for the moment.
Can you remember any other questions about Images that should be answered there too?
Else I will fill in some more detail for deeper understanding and thats it, no?
some projects in progress

Re: Basic Question about Modding
« Reply #22 on: »
Cant think of any right this moment, but im sure something will pop up ;) Thanks so much for wanting to make a tut Lolesch!


Re: Basic Question about Modding
« Reply #23 on: »
Thank you guys
I'm done with this issues.

So next issue is..

I'm about to create skill. Let say it's called "Eruption".
It's just another Geyser based skill.

But this time, it only sprouts fires(recolored Geyser burst) from the ground
Targetting random location.

T0: 4 Bursts
T1: 8 Bursts
T2: 12 Bursts
T3: 24 Bursts

I place the tier0-1 spawn location at Axis angle (90,180,270,360) and it worked fine. They spawn as i draw on the Editor.

Spoiler (hover to show)

But when it comes to angle (45,135,225,315) the fires spawn randomly.
I just copy pasted the spawner, and it should do the job.
But there's the problem.

Spoiler (hover to show)

I'm sorry if it's hard to comprehend. My english sucks.

TL:DR

How to place spawner in a desired location ?

Re: Basic Question about Modding
« Reply #24 on: »
Hi Stereox! Are the right number spawning in the wrong locations, or not enough of them are spawning?


Re: Basic Question about Modding
« Reply #25 on: »
Hi Stereox,

It would be much easier to know what's going on if you were to link us the files you're working with.

You could copy and paste the text from the skill.dat, or you could take a screenshot of the Properties window when you have the damage shape selected.

Re: Basic Question about Modding
« Reply #26 on: »
Hi Stereox! Are the right number spawning in the wrong locations, or not enough of them are spawning?

both of them



I could take a screenshots of them. But then i'm quite busy atm. Maybe next week i'll be free

Re: Basic Question about Modding
« Reply #27 on: »
Hi guys, here i am again.

Apparently i'm done with skills issue.

So i create this little collection of ported item from other game.
So many property/affixes i cannot recreate because lack of knowledge.

But now it cannot run for unknown reason. Maybe because i mess the Effects.dat
But if anyone has spare time, you can look at it.

Re: Basic Question about Modding
« Reply #28 on: »
Hi guys, here i am again.

Apparently i'm done with skills issue.

So i create this little collection of ported item from other game.
So many property/affixes i cannot recreate because lack of knowledge.

But now it cannot run for unknown reason. Maybe because i mess the Effects.dat
But if anyone has spare time, you can look at it.

I haven't looked at your mod, but I do not think you can create new effects to be used by affixes/skills.  I remember trying this a long time ago and messing with the Effects.dat file breaks the mod.  Could be wrong, but I think that is a dead end unfortunately.

Re: Basic Question about Modding
« Reply #29 on: »
I don't understand the logic of that issue

I just copy an effect and paste it with different name with same type. It should works IMO
I'm bit disappointed with this minimal documentation. And quite messed editor (too many same variable with no difference in their names)

Maybe i'm just bit too early in this modding and need more practice :)

 

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