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Author Topic: Some modding questions  (Read 4270 times)

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Re: Some modding questions
« Reply #15 on: »
I believe the spawning behavior of items is set via the spawnclasses file, not in the item itself (can't check for sure as im not on my gaming PC at the moment)


Re: Some modding questions
« Reply #16 on: »
I thought that the dontcreate flag would still take priority though? Unless Runic thought it would be a great idea not to do that...

About items, i dont see anything in the spawnclasses that tell the game how many AFFIXES to roll on a particular item. I know there is some data in the globals.dat, but it doesnt differentiate between unit types, for example, it doesnt mention anything about how to make a 2H weapon roll for more affixes. I'm also confused as to when the game will roll for affixes and when it won't...for example if i create a unique with less than 12 affix slots used, will the game roll randomly to generate affixes for the remaining slots? Is there any way to force the game to do that?

My main issue now is how to get some pets to stop making noise every couple of seconds. Ive already set the pets to no sound by removing all the sound files in the unit editor, but that did nothing for some reason. I had to resort to deleting tons of soundbanks to get them to stop barking/growling/etc every couple of seconds.

Engineer summons are still causing problems though. They are not listed in the soundbanks (or at least, not with their own names) so i cant figure out what soundbanks they use. The soundbanks they use are not listed anywhere that i can find, not in the unit editor, not in the .mesh file itself...there is no mention on the runic wiki where to find that info either.

The healbot is creating a LOT of noise even though the unit file itself contains no sound. I have no clue how the game knows what sound to play when the unit itself doessnt has that info. The bot just keeps beeping and whistling every few seconds...incredibly annoying.

Ive tried opening up the healbot's .mesh file in the animation editor, but that didnt show ANY sound related data at all. Neither is there any sound data for the support bot's heal aura skill.

And something else (which might be the healbot as well) keeps making a crackling electrical noise. I cannot see anything in GUTS that is causing this.

Does anyone have any clue how to figure out what soundbanks are being used so that i can remove them? The fact that its not in the unit file itself is extremely weird...
« Last Edit: January 28, 2016, 02:42:32 pm by Question »

Re: Some modding questions
« Reply #17 on: »
My main issue now is how to get some pets to stop making noise every couple of seconds. Ive already set the pets to no sound by removing all the sound files in the unit editor, but that did nothing for some reason. I had to resort to deleting tons of soundbanks to get them to stop barking/growling/etc every couple of seconds.
You need to change *PET*.ANIMATION files.
manually:

   [ANIMATION]
      <STRING>FILE:attack1.skeleton
      <STRING>NAME:Attack1
      <FLOAT>DURATION:1
      [KEY]
         <STRING>NAME:HIT
         <FLOAT>FRAME:12
      [/KEY]
      [KEY]
         <STRING>NAME:PLAYSOUND
         <FLOAT>FRAME:5.3323
         <STRING>SOUND:BULLDOGATTACK
      [/KEY]
   [/ANIMATION]

or using the Animation Editor

Re: Some modding questions
« Reply #18 on: »
Ive tried opening up the healbot's .mesh file in the animation editor, but that didnt show ANY sound related data at all. Neither is there any sound data for the support bot's heal aura skill.
Skill particle


Re: Some modding questions
« Reply #19 on: »
My main issue now is how to get some pets to stop making noise every couple of seconds. Ive already set the pets to no sound by removing all the sound files in the unit editor, but that did nothing for some reason. I had to resort to deleting tons of soundbanks to get them to stop barking/growling/etc every couple of seconds.
You need to change *PET*.ANIMATION files.
manually:

   [ANIMATION]
      <STRING>FILE:attack1.skeleton
      <STRING>NAME:Attack1
      <FLOAT>DURATION:1
      [KEY]
         <STRING>NAME:HIT
         <FLOAT>FRAME:12
      [/KEY]
      [KEY]
         <STRING>NAME:PLAYSOUND
         <FLOAT>FRAME:5.3323
         <STRING>SOUND:BULLDOGATTACK
      [/KEY]
   [/ANIMATION]

or using the Animation Editor


Thanks, that's pretty much what i did for the heal bot, but the animation file didn't include any of that sound data.

The following is healbot.animation :

Code: [Select]
[ANIMATIONS]
[ANIMATION]
<STRING>FILE:die.skeleton
<STRING>NAME:Die
<FLOAT>DURATION:2.5
[KEY]
<STRING>NAME:SPAWNPARTICLE
<FLOAT>FRAME:7.82337
<STRING>LAYOUT:media\particles\playerskills\engineer\robotsummon\diesmall.layout
<BOOL>PARTICLEATTACHES:false
[/KEY]
[KEY]
<STRING>NAME:HIDEMESH
<FLOAT>FRAME:8.97079
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:fidget1.skeleton
<STRING>NAME:Fidget1
<FLOAT>DURATION:2
[/ANIMATION]
[ANIMATION]
<STRING>FILE:healbot.skeleton
<STRING>NAME:Bind
<FLOAT>DURATION:0
[/ANIMATION]
[ANIMATION]
<STRING>FILE:idle.skeleton
<STRING>NAME:Idle
<FLOAT>DURATION:2
[/ANIMATION]
[ANIMATION]
<STRING>FILE:run.skeleton
<STRING>NAME:Run
<FLOAT>DURATION:2
[/ANIMATION]
[/ANIMATIONS]

I opened up aura.layout to take a look, but the sound there is referring to the heal soundgroup. Using the console command sounddebug, i figured out that the healbot was set to play the "minimecha" soundbank 100% of the time, that's not mentioned in the particle creator or healbot.animation...would you happen to know where the game stores that info?

Also I figured out some stuff related to item affixes.

-Setting an affix to not spawn on any difficulty will cause items to spawn with empty affixes instead of re-rolling for another affix.

-If an item has ANY static affixes (like uniques), the game will NOT roll for additional affixes even if there are spare affix slots left.

-Socketable affixes that are set to unit type : socketable only without any corresponding armor/trinket/weapon affixes seem to cause the socketable to spawn with empty affixes.

I edited the affix wiki article to make a couple of changes but i'm not sure how the stat modifier is true thing works.

From what I can tell, if stat modifier is true (assuming using effect level as the stat), the formulae is base value + (base value * effect level * stat percent), is that correct? The formulae on the official wiki is very confusing and poorly worded.

I'm confused as to why there appears to be no way to have a skill that starts at, for example, 25% bonus for the first level then +2% per level without making 15 different affixes for the skill. Using the mastery graph doesn't appear to work if you want the skill to scale non-linearly. I tried playing around with using effect level and stat modifier percent, but it keeps giving me very weird values.

E.G. I put base value as 23%, set stat percent to 200, and stat modifier percent to true. I thought this would do 23% + (effect level * stat percent), so i would get 25% at the first level, and 27% at the 2nd level. Instead it gave me 69% which seems to be 23% + (23% * 200% * 1) for the first level.

Affix duration is also confusing. According to this site's wiki, putting a duration of 0 and using "affix duration" would cause the game to do, for example, 100 damage per second for [affix duration] seconds. I thought this meant "duration" in the "affix edtior", but that doesn't appear to be working...i set the affix duration to 3 seconds and the EFFECT duration to 0 seconds, but ingame it just shows me "X damage" instead of "X * 3 damage over 3 seconds". Trying to set duration to 3 seconds in the skill does nothing....what is going on?

« Last Edit: January 29, 2016, 07:35:17 pm by Question »

Re: Some modding questions
« Reply #20 on: »
Using the console command sounddebug, i figured out that the healbot was set to play the "minimecha" soundbank 100% of the time, that's not mentioned in the particle creator or healbot.animation...would you happen to know where the game stores that info?
Hmm ... I do not know what kind of sound you have in mind. Because my healbot has no sounds except aura. Maybe you hear ambient or something else?

Re: Some modding questions
« Reply #21 on: »
Using the console command sounddebug, i figured out that the healbot was set to play the "minimecha" soundbank 100% of the time, that's not mentioned in the particle creator or healbot.animation...would you happen to know where the game stores that info?

.LAYOUT files reference soundbanks by their GUID string, while the .ANIMATION files use the soundbank's NAME string to call the sound.

The GUIDs and NAMEs of soundbanks are defined in the .DAT files which are in the MEDIA\SOUNDS folder (they start with [SOUNDDATA] ).  They're usually per category (hence skills.dat, player.dat, etc).

You can make new files like these to introduce new soundbanks into the game.
« Last Edit: January 30, 2016, 02:04:40 am by Phanjam »


Re: Some modding questions
« Reply #22 on: »
Using the console command sounddebug, i figured out that the healbot was set to play the "minimecha" soundbank 100% of the time, that's not mentioned in the particle creator or healbot.animation...would you happen to know where the game stores that info?
Hmm ... I do not know what kind of sound you have in mind. Because my healbot has no sounds except aura. Maybe you hear ambient or something else?

If you summon a healbot and then use the console command "sounddebug", you can see that it will keep playing the minimecha soundbank.

Re: Some modding questions
« Reply #23 on: »
Using the console command sounddebug, i figured out that the healbot was set to play the "minimecha" soundbank 100% of the time, that's not mentioned in the particle creator or healbot.animation...would you happen to know where the game stores that info?

.LAYOUT files reference soundbanks by their GUID string, while the .ANIMATION files use the soundbank's NAME string to call the sound.

The GUIDs and NAMEs of soundbanks are defined in the .DAT files which are in the MEDIA\SOUNDS folder (they start with [SOUNDDATA] ).  They're usually per category (hence skills.dat, player.dat, etc).

You can make new files like these to introduce new soundbanks into the game.

Which .layout file are you referring to though? Healbot.animation doesn't contain any sound data, so i guess that would be in the .layout file, but i'm not sure which .layout file you are referring to.

The problem with the .dat files in the media/sounds folder (which seems to be the same ones that the soundbank editor uses) is that it doesnt tell you which monster is using those soundbanks. Some are properly named, but some aren't (like minimecha).

Re: Some modding questions
« Reply #24 on: »
My healbot does not use these sounds, it works quietly.  :-[

Re: Some modding questions
« Reply #25 on: »
Weird, maybe you already have a mod that disabled it or something...

Re: Some modding questions
« Reply #26 on: »
Weird, maybe you already have a mod that disabled it or something...
I test it in GUTS. Mb in game the healbot have this sounds?

Re: Some modding questions
« Reply #27 on: »
Oh, i was referring to using the sounddebug console command ingame.

 

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