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WernerTWC
20.11.2005, 19:56
Welcome to this editing-thread!

In here it is the right place to ask your questions about scripting, leveldesign and compiling, in the case to make a Gothic modification.



The following is a translated FAQ form Fizzban from the 11.14.2004:

List of 3d-modelling-tools

Gothic doesn´t need a special tool, because it can read the standard-format 3DS. The most modelling-progs are able to write these format, so you have the free choice.
The 3ds-files in the MDK included are not absolutly standard, so you need special Plugins, to load them.
Following list shows a overview of some progs, everyone has it´s advantages and disadvantages, so you should try around some before you set your choice.

Gmax (http://www4.discreet.com/gmax/)

Freeware, hasn´t a 3ds-exporter included. Actually a very good prog, except the missing exporter (and the frequently registration-probs).
To bring meshes from Gmax into the 3ds-format, you need to save them as MD3, then you can import them with other progs like 3d-Explorer, Milkshape,... (any prog that can import MD3 and export 3ds) and export them to 3ds. But I had some probs with this, because worlds bigger than a sword were loaded in the 3d-Explorer very deformed.

Anim8or (http://www.anim8or.com/main/index.html)

Freeware, has a 3ds-exporter included. IMO a nice prog for little items. Not that good for bigger worlds. The bigger the size the more the overview went lost. Very big levels (like the VoM) can´t be loaded.

Blender (http://www.blender.org/)

Freeware, has a 3ds-exporter included. You have to get used to it, but it´s a powerful 3d-prog.
I wasn´t able to install the 3ds-exporter.

AC3D (http://www.ac3d.org/)

Shareware (Full-Version ca. 50$), has a 3ds-exporter included. Nice prog, but isn´t used by any Gothic-Modder, i don´t know why, but i didn´t worked with it much yet.

Milkshape (http://www.swissquake.ch/chumbalum-soft/)

Shareware (Full-Version ca. 25$), has a 3ds-exporter included. Used by many Gothic-Modders. It has a special Gothic-3ds-exporter included. But it´s only usefull for little items, maximum is a house, because of a polygon-limit.

3D Studio Max (http://www.discreet.com/3dsmax/)

Professionell 3D-Prog, PB´s used it for creating modells in the original games. It is the best for Gothic-Modding, also because a export-plugin for gothic-animations is only avaiable for this prog, but it´s very expensive, 5000€. Students can get a 2 years time-limited license much cheaper (take a look at the links).

Important hint for all Modders

Save your current project and work at regular intervals and seperated from your normally used harddisk. Think about that „Murphys Law“ comes over you, when it really hurts, because of the much work you put into your project. (Even the best harddisk can be go broken).
So burn it to cd, dvd or mirror your harddisk to a second one!



German Editing FAQ
Translated by Ceex.


Index:

Where can I download the programs needed for editing Gothic?
How can I learn the basics?
I want to create a new NPC!
I want to create a new weapon/item!
I want to create a new dialogue!
My scripts don't have any effect on the game!
I want to edit an existing world!
I want to create a completely new world!



Where can I download the programs needed for editing Gothic?

There are several programs needed to edit Gothic. First of all, the Modification Development Kit (MDK), which you can find at the WoG download section.

MDK for Gothic 1 (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=28)
MDK for Gothic 1 Spacer Update (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=31)

MDK for Gothic 2 (small version - does not include meshes) (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=93)
MDK for Gothic 2 (large version) (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=94)
Update v2.6a for G2-MDK (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=99)

The installation of the particular MDK is required to edit Gothic!

If you want to add or edit game models or graphics you will also need a 3D modeling tool or 2D graphics tool.


How can I learn the basics?

There is a large number of introductions, tutorials and references inside the English editing wiki (http://wiki.worldofgothic.com/). Unfortunatly not all have been translated yet.


I want to create a new NPC!

NPCs are created with the game scripts. There is no program delivered with the MDK that offers an easy creation of them. So you will have to get into the script language Deadalus (http://wiki.worldofgothic.com/Daedalus/Syntax) to create or edit the scripts with a text editor.

A good introduction to Deadalus is given by the script tutorial (http://wiki.worldofgothic.com/Tutorials/Script-Tutorial).


I want to create a new weapon/item!

There are two things needed to create a completely new weapon/item. First you will have to create a mesh (the 3D model) of the item with a 3D modeling tool like 3D Studio Max or similar (check the list of 3D modeling tools (http://forum.worldofplayers.de/forum/showthread.php?p=1570634&#post1570634)).

After that you must define the item via game scripts. You will find an example inside the script tutorial. It is recommended to look at the original game scripts for a better understanding of the different item types.

It is also possible to use an existing item mesh.


I want to create a new dialogue!

Dialogues are also created via game scripts, so you need knowledge of the language Deadalus (see above). It is also recommended to check the article about subtitles and voice output( not translated yet) (http://www.worldofgothic.de/modifikation/index.php), to make dialogues visible (hearable) inside the game. Take a look into existing dialogue scripts to get familiar with the structure of dialogues.


My scripts don't have any effect on the game!

This may have different reasons. Your scripts have to be located inside the [_work\Data\scripts\] directory.
To get scripts working, you will have to compile them first. This is done automaticly by checking the box 'reparse scripts' in the GothicStarter and starting the game or the Spacer.

When creating a new script file (*.D), be sure to add the filename to the Gothic.SRC.

If editing Gothic 2 you will also have to add an own entry to the GothicStarter. Therefor create a copy of the [System\]GothicGame.ini and rename it. Open it with a text editor and change the line VDF=GothicGame.mod to VDF=. You may change the other entrys as well, but it isn't required to get your scripts working.


I want to edit an existing world!

For this case you find a tool named Spacer inside the MDK. The objects of a Gothic world (Khorinis, Old mine, ...) are placed inside a ZEN file (*.ZEN), which can be edited via the Spacer.

Read the introduction (http://wiki.worldofgothic.com/Spacer/Introduction) in the wiki to learn the basics of the Spacer. As always, it is a good idea to look at the existing worlds to see how things work.


I want to create a completely new world!

A Gothic world consists of two parts. A static one, like the ground, mountains, buildings or lakes and objects (VOBs) like tables, chairs, doors or items. If you want to create a completely new world you will first have to create a static mesh with a 3D modeling tool. After that you can load it into the spacer and fill it with VOBs.

Both aspects are explained by the creating an outdoor level (http://wiki.worldofgothic.com/Tutorials/Creating+an+Outdoor+Level) tutorial.

rekinu
20.11.2005, 20:49
Good thread Werner, tnx !

Some ppl, really need this support ^^ (including rockfest...:p)

rockfest
20.11.2005, 23:11
@werner ;)
@rekinu yeah, laugh at me but you'll see how those guys at PB will beg to come to them and help them for the next G's. §xlol


So here's my first question :
- how can a person pack all the content in a mod? I did it exactly how is it said on the tutorial but it doesn't work. The exact problem(i think) i have in VDFS, when i i select the folder where the content is VDFS tells me that there is nothing in there.

MladjanDJ
20.11.2005, 23:16
How can one learn to make mods.Where did you people learned?

rockfest
20.11.2005, 23:26
How can one learn to make mods.Where did you people learned?
Well...there are alot of things to do for a mod : design, scripting, working with the spacer. You have to chose something that you like(if you already have knowledge in a domain it's even better) and start studying. The wiki(tutorioal) is located here (http://wiki.worldofgothic.com) . There you can see almost everything needed for a mod(but sadly most of the information is still in german and it hasn't been transated).
Like i said : pick a domain wich you could learn, buy/download the necesary programs, go to the download area (http://www.worldofgothic.de/dl/index.php?go=downloads&ordner_id=17) and take verything that you need for your job. Since we don't have any good tutorials i hope that answers to our problems will be answered in here.
Here (http://gothic.rpgdot.com/index.php?hsaction=10062&infoID=83&pageID=284&page=1&gid=10) is another tutorial from RPGDot but it covers only the basic stuff.

PS : @everyone If you know that you will probably don't like it or get "bored" for this then save yourself some wasted time and don't even bother to start learning. It's not too hard to do this but it's alot of work to do.

Haitham
21.11.2005, 05:24
Aha!
Nice.. :)

To be honest, i download each trial of those. but i didn't know how to do a thing :D

Me is so dumb in 3D design. But now i am older than yesterday. I will just try again! :)

MladjanDJ
21.11.2005, 15:02
Thanks rockfest ;)

Some ppl, really need this support ^^ (including rockfest...)
Dont make jokes on him one day he will have this signature Rockfest[PB], §xlol

WernerTWC
21.11.2005, 18:05
@werner ;)
;)



So here's my first question :
- how can a person pack all the content in a mod? I did it exactly how is it said on the tutorial but it doesn't work. The exact problem(i think) i have in VDFS, when i i select the folder where the content is VDFS tells me that there is nothing in there.
When you ask in here, please think about that i am not in editing, the only thing that i´m able to do is to search for german keywords, and hope to find a similar problem with the search-function, and translate it to you (even when i don´t have an idea of what i´m translating, because of my no-knowing of modding.)

So, help me, to help you: Think about that: What would you search for if there were a big english-editing-forum to search in?

rockfest
21.11.2005, 18:09
Sorry werner...here are the keywords :

VDFS mod builder
There should be alot of threads and posts about it. Before trying to translate the text it should say how to pack the entire modified content into a .mod file. I think that Alexx could give me a hint seeing that he already made such a file but i haven't seen him online in the recent time.

CeeX
21.11.2005, 18:18
- how can a person pack all the content in a mod? I did it exactly how is it said on the tutorial but it doesn't work. The exact problem(i think) i have in VDFS, when i i select the folder where the content is VDFS tells me that there is nothing in there.
You have to pack (only) the compiled files into your mod volume. The scripts are compiled to a single gothic.dat, TGAs (Textures) to TEX, Meshes to MRM etc. So don't pack your uncompiled files into the mod volume (like .D, .TGA, .3DS, ...) because Gothic will ignore these.

I hope I got your problem, if not, just tell me ;)


so long, CeeX


EDIT: (short) English translation of the mod building tutorial from the wiki:

http://wiki.worldofgothic.de/images/bilder/gothic2vdfs.gif

1. Insert path and filename of the mod volume you want to create
2. Insert root path of the Gothic directory
3. comment (you may leave that blank, not sure where this comment is printed)
4. Time signature (might be important, if you use different mod volumes with the same filename, the mod volume with the older time signature will be ignored (patch effect))
5. Insert the names of the files you want to add (with relative path to root directory!) and press '+' to add them to the list below. You may use '*' to add more files of the same type (e.g. '*.wav' - adds all wav files in the given directory)
6. Files in this list will be ignored by the mod builder.

rockfest
21.11.2005, 18:25
Nice...an expert. That's what i need . Here's my exact problem :
- first...i didn't used any scripts, i only wanted to make an experiment with a modified zen. In this case wha should i do?
- what must i use to compile the scripts into dat files?
- what must i use to compile the 3ds into .mrm ?
These are the only two types of files wich i don't know how to compile them.

CeeX
21.11.2005, 18:52
- first...i didn't used any scripts, i only wanted to make an experiment with a modified zen. In this case wha should i do?

Just pack your modified ZEN into your mod volume. Create an INI-File (just copy the GothicGame.ini and rename it) and add your mod file to the 'VDF' line.
For example: VDF = GothicGame.mod MyExperiment.mod

If your changed ZEN has the same filename as the original one, you won't have to change anything else.
If you have changed the name of the ZEN, you must also change the line 'World=NewWorld\NewWorld.zen' (replace NewWorld.ZEN with your ZEN name)

Btw: You may change the 'Title = Gothic Notr' because this title is displayed in the GothicStarter (otherwise you'll have two Gothic - Notr entries and no clue which one is the changed one ;))


- what must i use to compile the scripts into dat files?
Open the Spacer and check the box 'scripte parsen' or 'parse scripts' (no idea if your Starter is english).


- what must i use to compile the 3ds into .mrm ?
Gothic converts most of the files itself, when it doesn't find a compiled version of the needed file. You can convert meshes "manually" by loading the mesh into the spacer (not editing mode) and run 'world compile'. Gothic will compile the mesh into MRM and put it into the meshes/compiled directory.


I hope i didn't tell you anything wrong, because I usually work with Gothic I (most things work the same way, but the file system of Gothic II is a bit different).


so long, CeeX

rockfest
23.11.2005, 06:07
Open the Spacer and check the box 'scripte parsen' or 'parse scripts' (no idea if your Starter is english).


Can i do the same with .d scripts? I tried with the spacer but i only can compile src. Any help please?

CeeX
23.11.2005, 13:31
A SRC file is just an index of all .D scripts you want to compile/parse.
Take a look at the Gothic.SRC [_work/Data/scripts/content/] and add your .D files if necessary.

The Spacer (and even Gothic itself) will compile the listed files in the Gothic.SRC when startet (assuming that the checkbox 'parse scripts' is activated). You won't notice that until your scripts have one or more mistakes (parser will give you an error message in this case). As soon as the Spacer has fully loaded (or the start menu of Gothic appears) the parsing is finished and the scripts are compiled. You may check the date of your Gothic.dat to be sure.

There's a possibility to parse the scripts manually via Spacer (i think that's what you tried). In this case you have to browse for the Gothic.SRC. I'm not sure if this method is fully operational in Gothic II. There were some 'bugs' in Gothic I, when parsing this way. Better use the checkbox in the GothicStarter.


so long, CeeX


edit: Sorry, I didn't mention explicitly in my last post that the checkbox is located in the GothicStarter and not in the Spacer itself. Sorry for that! :)

rockfest
23.11.2005, 14:06
Ok...thanks...i understand now... So if i want to add my edited scripts to my mod i have put gothic.dat into the .mod no?
After busting my brains out(i knew that gothic compiles the .d files but i had no ideea where) i figured it out that they might go in the gothic.dat. So i have to put dat into the mod no? I'm staying with my files ready to be putted in a mod but i didn't knew what to do with the scripts...so guess what i did....i putted them like that into the mod, in the .d format :rolleyes: . The surprise was that the VDFS accepted them and even putted them in the right folder but of course that the mod didn't worked. Thanks again for your help.

MladjanDJ
23.11.2005, 14:51
Ok...thanks...i understand now...
Prays the God he understans §hehe

CeeX
23.11.2005, 18:06
So i have to put dat into the mod no?
Correct!

rockfest
25.11.2005, 00:23
Another Idea according to this: There are many NPCs without names (like militia, bandit..).
Thank you for Freddy. I was hopping that a guy with some background will find himself some time to look at it. The mod it's very simple in it's way. I onlt added a few (~20 users) from the demo just as a demo.
Your ideea is what I'm having in mind right now. But i want to change the names in the dialogues and quests too. But this time it will be an english mod. It's alot of work to do but I'll manage to do it in a way or another.

Freddy
25.11.2005, 00:52
Thank you for Freddy. I was hopping that a guy with some background will find himself some time to look at it. The mod it's very simple in it's way. I onlt added a few (~20 users) from the demo just as a demo.
I know. My little comment was just a joke. ;)

Your ideea is what I'm having in mind right now. But i want to change the names in the dialogues and quests too. But this time it will be an english mod. It's alot of work to do but I'll manage to do it in a way or another.
Wow! This would not be difficult but very much work (dialogues, log entries and sometimes items)! But nearly everybody can help you with this. There must not be any special knowledge.
If you don't fear the work, any user may greet the hero with a special dialogue: "What I really wanted to say to you!"

To change only the NPCs with no name would be easier. I think you only have to change one line from the NPC script. For example Pal_232_Ritter.d


instance Pal_232_Ritter (Npc_Default)
{
// ------ NSC ------
name = NAME_Ritter;

to

instance Pal_232_Ritter (Npc_Default)
{
// ------ NSC ------
name = "CeeX";

He or Fizzban can surely help if there are problems with scripts (I myself don't have much experience with scripting->Space(r) Cowboy ;)).

rockfest
25.11.2005, 01:09
Wow! This would not be difficult but very much work (dialogues, log entries and sometimes items)! But nearly everybody can help you with this. There must not be any special knowledge.
If you don't fear the work, any user may greet the hero with a special dialogue: "What I really wanted to say to you!"
;) That would be nice indeed.

To change only the NPCs with no name would be easier. I think you only have to change one line from the NPC script.
The problem is with the nameless characters...i think that there is only one instance of them generated so changing the name for one would change the all names for that class.
Example : "Paladin" class. If i change the name to it that name would appear one every paladin without name no? At least this is my opinion. With the other characters i won't have any trouble changing the name. The only problem is that DialogManager wich i think would make life easier but it's only in german no?

Space(r) Cowboy
I'm busting my brains with it right now. I already managed to figure how it works in a general way but this project has my time occpuied at the momment.

Ps : Can you tell me something about the scripts? I would like to know how the compiler works , it loads all the scripts when the game begins so if i create a variable like : "hero_name" it could use it on global scale no? If that is so do i have a chance on creating...a character at the begining of the game and asking the hero's name(i know that this would spoil gothic but changing all the names, what the hell? let's change the hero's one too) so it could be used in the dialogs,etc.? Is it possbile?

Freddy
25.11.2005, 01:29
The problem is with the nameless characters...i think that there is only one instance of them generated so changing the name for one would change the all names for that class.
Example : "Paladin" class. If i change the name to it that name would appear one every paladin without name no? At least this is my opinion.
I hope I won't write any nonsense:
Most "ambient NPCs" have a constant string as name. These constants are defined in the file text.d. If you write (NPC script) name = "Knight rockfest"; instead of name = NAME_Ritter; (don't forget the ") the constant from text.d will not be used and "Knight rockfest" will be displayed into the focus. Try it. :)

With the other characters i won't have any trouble changing the name. The only problem is that DialogManager wich i think would make life easier but it's only in german no?
You don't need that. You need only a text editor. Don't use the windows editor because it's not really good for this.
To find the files which should be changed you only have to search with windows for the "contained text" (instead of searching the filename).

The rest of your questions should be answered by our scripting specialists. :D


edit:
@moderators: Perhaps this part should be split into another thread because it becomes to "technical" for a release thread.

rockfest
25.11.2005, 02:01
I hope I won't write any nonsense:
Most "ambient NPCs" have a constant string as name. These constants are defined in the file text.d. If you write (NPC script) name = "Knight rockfest"; instead of name = NAME_Ritter; (don't forget the ") the constant from text.d will not be used and "Knight rockfest" will be displayed into the focus. Try it.
Well i did and i think that it worked. *I can't find that ambient NPC* but i'm almost 99% that it worked.


You don't need that. You need only a text editor. Don't use the windows editor because it's not really good for this.
To find the files which should be changed you only have to search with windows for the "contained text" (instead of searching the filename).
Thanks...i will do that. It doesn't seem to hard.
Edit : I could use a "find&replace" text editor no? That would make it easier.

Edit : good ideea about the move. I was about tho say that we should "move" from there. :D

WernerTWC
25.11.2005, 02:02
edit:
@moderators: Perhaps this part should be split into another thread because it becomes to "technical" for a release thread.
Dito! :)

And i wanna really say THX for that some experts showing up in here to support the international (mod)community!

Freddy
25.11.2005, 02:22
Well i did and i think that it worked. *I can't find that ambient NPC* but i'm almost 99% that it worked.
Fine. :D

Thanks...i will do that. It doesn't seem to hard.
Edit : I could use a "find&replace" text editor no? That would make it easier.
Unfortunately not (Find yes, but replace no). Because in some cases this would change the instance for the NPC too. The name of the NPC often is part of the instance.

@Werner: Someday there will be great mods in english too. :)

Good Night. :)

rockfest
25.11.2005, 02:33
Unfortunately not (Find yes, but replace no). Because in some cases this would change the instance for the NPC too. The name of the NPC often is part of the instance.

Well...don't know where my mind was when i wrote that. Guess it's gettin late. :D for me as well. I'll get starting of work tomorrow. Right now I'm gonna get some sleep. Thank you very much for helping me. I am in great debth to you and to Ceex, he helped me some times and to gothicfan359(i think, i can't remember the number). And i hope that if i will have other problems i can count on you.

PS : Good night!

Edit : do you know how can i test the scripts without having to start the game everytime if it has a small error? It just freaks my out because of small mistake i have to wait for about 4-5 minutes to enter the game(it takes that much because of the Vdfs32 loading from the previous error. I waste alot of ggod time with this "procedure" and i wouln't bug you with questions could i do that,etc?Iwould just try it.

Freddy
25.11.2005, 10:36
Thank you very much for helping me. I am in great debth to you and to Ceex, he helped me some times and to gothicfan359(i think, i can't remember the number). And i hope that if i will have other problems i can count on you.
We help as good as we can do. :)

Edit : do you know how can i test the scripts without having to start the game everytime if it has a small error? It just freaks my out because of small mistake i have to wait for about 4-5 minutes to enter the game(it takes that much because of the Vdfs32 loading from the previous error. I waste alot of ggod time with this "procedure" and i wouln't bug you with questions could i do that,etc?Iwould just try it.
You don't need to start the game to parse the scripts (and get an error message). Just activate the option "Skripte parsen" and hit "Editor starten" to start the spacer. This takes a while too but will not result in a new initialization if an error occurs.

As I read you can prevent Gothic II from a new initialization if you delete the file Vdfs32g.exe (G2-system folder) - I haven't tried it yet. Thread in german technical support forum

You may at least have 2 Gothic 2 - Installations. You can install the game into different folders as long as you have disc space. :D
One for development (modkit) and one "clean" installation for gaming and testing the .mod-volumes.

Playing and testing with the ModKit-Installation sometimes causes (strange) errors.

rockfest
25.11.2005, 23:06
Playing and testing with the ModKit-Installation sometimes causes (strange) errors.

i know. :D I had to install 3 or 4 times gothic again and again to make that demo.
Anyway, i have a question :
How can i "decompile" the gothic.dat? I really need to do this.

DeadlyArrow
25.11.2005, 23:13
i know. :D I had to install 3 or 4 times gothic again and again to make that demo.
Anyway, i have a question :
How can i "decompile" the gothic.dat? I really need to do this.
you can't do it with gothic file-editor?

rockfest
25.11.2005, 23:15
actually...you can't do it. Now i remember, i already tried it but i obtain the same result by opening it with notepad. It can only open .d , .src,etc . And i think that i didn't put the question right. I want to "decompile" them wich means extract the files from it. :rolleyes: ....stupid me, can't even ask a question...

CeeX
25.11.2005, 23:26
Unfortunally it's not possible to decompile the gothic.dat. That's why PB put the whole scripts into the MDK.

rockfest
25.11.2005, 23:30
Unfortunally it's not possible to decompile the gothic.dat. That's why PB put the whole scripts into the MDK.
So for example...i can only get the dialogues in english in the scripts from the english version of notr no?

DeadlyArrow
26.11.2005, 00:00
some guys on russian forum were making decompiller, and as they are writing here, it's working, but i know too less to try it, if you wish i can send you archive

when i open gothic.dat with file-editor i can see some speech

rockfest
26.11.2005, 00:02
some guys on russian forum were making decompiller, and as they are writing here, it's working, but i know too less to try it, if you wish i can send you archive

when i open gothic.dat with file-editor i can see some speech
that's correct. The speech can be seen but i need the files. The text is usseles. I won't start to CTRL+C and CTRL+V on every dialogue. That will take forever.
And please...........send me that decompiler. You would be alife saver. The mod can't be made only in german §gnah .

CeeX
26.11.2005, 18:02
You might ask the members of G2 aTT (http://www.poseidon.as.ro/g2tmod.html) if they can give you their scripts. They made a translation mod of Notr, which translates all subtitles etc.

(Say thanks to Fizzban for the hint/url ;))


so long, CeeX


BTW: If anyone knows someone who has English scripts of Gothic I please let me know! :)

rockfest
27.11.2005, 10:57
I have a question. I'm using a function wich returns an int value. The problem is that i use at the protection attributes and in order to return IMMUNE it should return a string as well. From my knowledge if a func returns an int then it can't return a string as well. My question is what number should i put in order for the NPC to be immune? I tried 10000 :eek: but the NPC was still vulnerable at the type of the attack. The engine has a max value for protection wich overides the valueof 10000 or in order to be immune i just have to put immune at the attribute? Can you give me another ideea on how to do this?

CeeX
27.11.2005, 14:37
IMMUNE is a constant with the value of -1 (you can find this in the constans.d). So you can write -1 instead.

Are you trying to change the protection of the armor instance during the game? That won't work until you insert the armor again after the change.
(An instance is a kind of prototype or blueprint of which the objects are built of. If you edit the prototye, all objects that are currently in the game won't be affected.)

If you want to change the protection of an NPC during the game you have to work with


self.protection[PROT_BLUNT] = -1 //replace PROT_BLUNT with the damage type you want to set to IMMUNE


so long, CeeX

rockfest
27.11.2005, 14:45
IMMUNE is a constant with the value of -1 (you can find this in the constans.d). So you can write -1 instead.

Are you trying to change the protection of the armor instance during the game? That won't work until you insert the armor again after the change.
(An instance is a kind of prototype or blueprint of which the objects are built of. If you edit the prototye, all objects that are currently in the game won't be affected.)

If you want to change the protection of an NPC during the game you have to work with


self.protection[PROT_BLUNT] = -1 //replace PROT_BLUNT with the damage type you want to set to IMMUNE


so long, CeeX

Ok...i think i understand. In order to change the NPC's natural protection i have to use self.protection. But if there's only one instance of the NPC can't i change it in the Prototype field? But it doesn't matter if it has only one instance no? Even if i change in the prototype declaration even if i insert the self.protection in the instance is the same thing no? This has difference only when i want to change to an instance without modifying the other ones.
Hope I got it right.
Thanks. ;)

Edit : Why the compiler doesn't accept this form of declaration : var int x1,x2,x3,x4; ? It gives me syntax error and when i use var int x1; var int x2; var int x3; it works.

eXecutioner
27.11.2005, 15:01
If it is of any help I found an old tread here on the english forum. Here (http://forum.worldofplayers.de/forum/showthread.php?t=58367) it is. It says something about Gothic modding so it's usefull to read I think.

rockfest
27.11.2005, 15:59
Ok...now i really must be stupid. I tried how you said it and it works with -1 in the instance of the NPC so it is immortal.

Here's the code of what I'm trying to do. but he is still vulnerable to the attack :

func int ds_x6(var int x6)
{
if (Npc_IsDead(DSnapper_x6)==TRUE)
{
x6=200;
}
else
{
x6=-1;
};
return(x6);
};
This is the function,you know what it does, you don't need me to explain. Now here's what i put in the instance of the NPC :

self.protection[PROT_MAGIC] = ds_x6(x6);
The problem is that the NPC is not immune to the magic damage even if DSnapper_x6 is alive.
It's a simple function and i can't get it right. I wanna kill myself §burn .

CeeX
27.11.2005, 17:40
Don't put the function into the instance! The instance is called only once, when the npc is inserted to game (usually at gamestart). When is this function supposed to happen?

I assume you wan't the protection of an npc to be set to 200 when a certain Snapper is killed, don't you? In this case you should use the ZS_Death function. This function is called whenever a npc or monster is killed.



var C_NPC DSx6; DSx6 = Hlp_GetNpc(DSnapper_x6);
var C_NPC ImmortalNpc; ImmortalNpc = Hlp_GetNpc(<instance of the npc>);


if ((Hlp_GetInstanceID(slf) == Hlp_GetInstanceID(DSx6))
{
ImmortalNpc.protection[PROT_MAGIC] = 200;
}

Write this part somewhere into the ZS_Dead function [_work\data\Scripts\Content\AI\Human\ZS_Human\ZS_Dead] and replace the colored part with the instance of the npc whose protection is supposed to be changed. (You may also change the name of the variable 'ImmortalNpc'. It's just a placeholder. ;))
Set the protection of this npc to -1 (in the instance script). He should now be immune to magic until the Snapper is killed.


so long, CeeX

AlexX
29.11.2005, 15:13
I've a little question. Is someone there who can help us in creatin' 3D-village for Middlerus' mod? ^^

rockfest
01.12.2005, 20:49
About dialogues....i saw that in the DIA scripts there were only "links" to the dialogues itselfs. First i tought that the dialogues were in there but there are only put as comments no? Or does the game reads those as dialogues? If i have to work in ou.bin or ou.csl then is there a special editor cause it looks very ugly in there.. :D

Freddy
01.12.2005, 21:00
About dialogues....i saw that in the DIA scripts there were only "links" to the dialogues itselfs. First i tought that the dialogues were in there but there are only put as comments no? Or does the game reads those as dialogues? If i have to work in ou.bin or ou.csl then is there a special editor cause it looks very ugly in there.. :D
No, these aren't links. This is the only time where a comment ist displayed (this solution is not very good). Gothic automatically searches a .wav-file with the name of the dialogue too.

There is no editor - you have to use the scripts or decompile.

rockfest
01.12.2005, 21:05
No, these aren't links. This is the only time where a comment ist displayed. Gothic automatically searches a .wav-file with the name of the dialogue too.
Thanks....
btw....if i don't have the wav files gothic will run fine without them no?
And if you are here let me ask you something else...i tried to compress an avi in a bik file but it doesn't play it. Do you know what did i do wrong? I read that the bik files should have the same settings as the ones from PB but the problem is that even the BIK player didn't played them...

Freddy
01.12.2005, 21:12
Thanks....
btw....if i don't have the wav files gothic will run fine without them no?
It doesn't matter. The text will be displayed.
If your Gothic folder is very full (Mod Kit installed for example) the game will stop a secound while searching the dialogue. Without Mod Kit you will not sense a difference.

And if you are here let me ask you something else...i tried to compress an avi in a bik file but it doesn't play it. Do you know what did i do wrong? I read that the bik files should have the same settings as the ones from PB but the problem is that even the BIK player didn't played them...
Gothic has no problem with different formats. I never had a problem.
If the Bink player does not display the file it is corrupt. Use an AVI as source file (uncompressed, if possible).
Which source did you use?

rockfest
01.12.2005, 21:18
Gothic has no problem with different formats. I never had a problem.
If the Bink player does not display the file it is corrupt. Use an AVI as source file (uncompressed, if possible).
Which source did you use?
I used an avi as a source file and the file wasn't corrupted. I created the bik file with the default settings from the Bink creator. *click* (http://img207.imageshack.us/img207/1900/bik6vz.jpg) to see the settings.

Freddy
01.12.2005, 21:26
The bitrate is very high, but that should not be the problem (only filesize). Perhaps the is a problem with the codecs (video, audio) for your AVI. Which are they?

You may get an uncompressed file (very large!) with virtual dub (http://www.virtualdub.org).

Settings:
video->Full processing mode
video->compression->[uncompressed RGB]

audio->Full processing mode
audio->compression->no compression

File->save as AVI


I had just an idea. There could be really a format problem: The resolution of the video should be able to be divided by 8. What is the resolution?

rockfest
01.12.2005, 21:35
I had just an idea. There could be really a format problem: The resolution of the video should be able to be divided by 8. What is the resolution?
The resolution is 1024x576....maybe this is a problem but you said something about codecs, i think that this might be it. I don't have any codecs installed for the avi, i use for playing files mplayer. I will try with virtual dub as you said but i think i will manage with this. Thanks for the help.
Btw, can i replace the jowood intro(there aren't any rules wich forbid me to do so no?). If i can not then how can i insert a intro like the two in the game?

WernerTWC
01.12.2005, 21:50
I don't have any codecs installed for the avi,
You can see the installed video-codecs with virtual dub:
Video -> Compression shows you the installed codecs.

Freddy
01.12.2005, 21:53
The resolution is 1024x576....maybe this is a problem but you said something about codecs, i think that this might be it. I don't have any codecs installed for the avi, i use for playing files mplayer. I will try with virtual dub as you said but i think i will manage with this. Thanks for the help.
No problem. :)
Do you use the freeware media player classic? It has build-in codecs. They won't work with other applications. You need the true codec too. If virtual dub has a problem, try xvid (http://www.xvidmovies.com/codec/). It display DivX-Movies too.

Btw, can i replace the jowood intro(there aren't any rules wich forbid me to do so no?). If i can not then how can i insert a intro like the two in the game?
The only way is to replace the files in the _work\videos\ - Folder (the filenames cannot be modified by a mod). But then Gothic 2 and all other modifications have your altered video.
A real rule isn't there I think. But it's a very unproper way.
To use a new intro ingame you'll have to alter menu.d. Make sure that your intro has another filename and alter the instance for the intro (otherwise the original intro will be played).

rockfest
01.12.2005, 22:03
You can see the installed video-codecs with virtual dub:
Video -> Compression shows you the installed codecs.
The problem is that i don't have any codecs installed. But i will install some when I'll have to do this. ;)

Do you use the freeware media player classic? It has build-in codecs. They won't work with other applications. You need the true codec too. If virtual dub has a problem, try xvid. It display DivX-Movies too.
No. I use the freeware MPlayer( it's a linux player adapted for windows, i use it for about a year now and i never had to use codecs, until now :D ). I know that it has built-in codecs and they won't work with other applications so i will have to install some of them. Thanks for the hint...
And this is the last question for tonight...sorry but i just reached at the dialogues part and of course that problems are here as well. §gnah ...
What is the use of self and other in the outputs?

AI_Output (self, other, "DIA_INNOS_HELLO_09_00");
I mean what's the use so i know how to put them..
And i almost forgot...i saw in that Gunther tutorial that i have to go in the spacer and use the output text. That was for g1 no? At g2 i don't have to do that no?

ok...enough bothering people this night...thanks for everything.

EDIT1 : Thanks Werner for the link. I will use it for sure...

WernerTWC
01.12.2005, 22:10
The problem is that i don't have any codecs installed. But i will install some when I'll have to do this. ;)

I recommend the Gordian Knot Codec Pack (http://prdownloads.sourceforge.net/gordianknot/Gordian.Knot.Codec.Pack.1.9.Setup.exe?download), it has all you ever need codecs.

Freddy
02.12.2005, 00:07
And this is the last question for tonight...sorry but i just reached at the dialogues part and of course that problems are here as well. §gnah ...
What is the use of self and other in the outputs?

AI_Output (self, other, "DIA_INNOS_HELLO_09_00");
I mean what's the use so i know how to put them..
other,self is the dialogue from the hero and self, other from the NPC.

And i almost forgot...i saw in that Gunther tutorial that i have to go in the spacer and use the output text. That was for g1 no? At g2 i don't have to do that no?
I'm not really sure what you mean. I think it's the compiling of the dialogues. Take a look at the page Diverses/Untertitel und Sprachausgabe (http://wiki.worldofgothic.de/Diverses/Untertitel+und+Sprachausgabe) in our Editing-WiKi (use http://www.world.altavista.com to translate). You also have to do this in Gothic 2

ok...enough bothering people this night...thanks for everything.
:) ;)

rockfest
04.12.2005, 15:58
Ok...I've returned "home" and i didn't had time to check when i left if the text outputs from the dialogues show up on the screens(the choices appear and i checked now in the ouinfo.inf and the dialogues are in there) and i just realised that they don't appear in the game. So...must i do something else(except the fact that i deleted the ouinfo.inf and the the two from the cutscene directory and compile the .d scripts with the dialogues in the spacer) or am i doing something wrong?

RoAdam
04.12.2005, 22:09
You guys seem as you know a few things about scripts. I want to ask: How do you do the trick about changing player mesh while playing, youst like in Gestranded and like possesed people in G2? Example if you want to create an object which would "merge with player" when you use it, so that there would be a new player with both meshes. Dont concern yourself with moving around. Joust rotating would be enough.

WernerTWC
04.12.2005, 22:27
There are not all meshes uncompiled in G2MDK.
I have joined this thread to the editing-thread, because in here also german experts showing up sometimes, and to help them not to search many threads, please post editing questions only in here.

rockfest
04.12.2005, 22:31
You guys seem as you know a few things about scripts. I want to ask: How do you do the trick about changing player mesh while playing, youst like in Gestranded and like possesed people in G2? Example if you want to create an object which would "merge with player" when you use it, so that there would be a new player with both meshes. Dont concern yourself with moving around. Joust rotating would be enough.
I searched in the scripts and here's what i found :


if (NpcObsessedByDMT == FALSE)
{
Wld_PlayEffect("DEMENTOR_FX", hero, hero, 0, 0, 0, FALSE );
CreateInvItems (medium, ITAR_Dementor, 1 );
AI_UnequipArmor (medium);
AI_EquipArmor (medium, ITAR_Dementor);
AI_PlayAni (medium,"T_PRACTICEMAGIC5");
Wld_PlayEffect("spellFX_Fear", medium, medium, 0, 0, 0, FALSE );

As you can see this is how the game does it :
1. Playes the Dementor_Fx;
2. removes the current armor;
3. equipes the dementors armor wich covers his entire face.
4. Playes T_Practicemagic5 animation;
5. After that playes the fear effect(i guess this should be that red cloud);
This is what you want to know?

RoAdam
04.12.2005, 22:31
You joined it to where? I was thinking about having a discussion here.

RoAdam
04.12.2005, 22:35
Have you played some german mod called Gestranded. There in some squence it changes player basic mesh. If you put it in the other way, I want to do something like transforming.

WernerTWC
04.12.2005, 22:38
You joined it to where? I was thinking about having a discussion here.
I have joined the thread you have opened ("Meshes in G2MDK") to this editing-thread.
Fell free to discuss, but questions about editing should be asked in here, because the guys with the deeper knowlege don´t search the whole english-forum for questions, only this thread, so in here you get better and faster help than doing a new thread.

Edit:
And please try to avoid double-postings, instead use the http://forum.worldofplayers.de/layouts/wog-en/edit.gif -button, to edit your last post.

RoAdam
05.12.2005, 10:12
I have a few questions.
How do you uncompile scripts? (rockfest said something about it)
Can you uncompile meshes and animations? Does anyone have G2 human meshes or is the g1 ones youst as good?
Does someone know where on internet is the 3dmax texturing tutorial, and animations?
How do you move textures in spacer SLOWLY, not as fast as with arrow keys?
That would be all for now.

rockfest
05.12.2005, 12:05
How do you uncompile scripts? (rockfest said something about it)
There is a decompiler for the gothic scripts(credits go to deadlyarrow for finding it and to the guys on the russian forum for creating it) but the scripts that are uncompiled are full of errors(ex : de most common error is after "else" there is a another "if"
....else if (....) { ..... while the correct one should be
....else { if (....) { ...... and the decompiler doesn't recognize the "enter" key and instead of that it shows the symbol for unknow characters. The solution to this is to open it with a ASCII Editor and save it again.
What can i say? If you need individual scripts like some dialogues(or even all of them) you can use the decompiler, if you need all the scripts then there isn't any solution.

Does someone know where on internet is the 3dmax texturing tutorial, and animations?
I have these tutorials :
- 100 3ds max tutorials (http://img236.imageshack.us/img236/8576/1003dsmaxtutorials4jn.jpg)
- platinum tutorials (http://img214.imageshack.us/img214/1343/platinumtutorials3dd.jpg)
- other tutorials (http://img216.imageshack.us/img216/7295/othertutorials6sa.jpg)
. If you need any of time just tell me and i will upload them on the net... ;)
About the other questions maybe the spacer cowboy :D will come down here and help you or maybe CeeX. I have 2 questions for them as well.

RoAdam
05.12.2005, 20:25
You sure have a lot of those files. Maybe you could load them up somewhere, but not now, i will get ADSL sometime this week so we could talk then.

As for uncompilator, how big is that file? Is it somewhere on the net already?

Who are those guys? And what do you intend to ask them?

rockfest
05.12.2005, 20:37
You sure have a lot of those files. Maybe you could load them up somewhere, but not now, i will get ADSL sometime this week so we could talk then.
Sure...we'll talk then.


As for uncompilator, how big is that file? Is it somewhere on the net already?
It's on the net but i don't know the link. but wait, i have some ideea on what to do with it... :D


Who are those guys? And what do you intend to ask them?
I am talking about CeeX and Freddy...they're part of the experts guys in the german forum. They know alot about gothic editing and i owe them alot for their help.

First i wanna ask them what did i done wrong with the dialogues because they don't show up in the game(look some posts behind in this thread).
Second i wanna ask them how can i reparse only one script. Ex : how can i compile only the "DIA_Addon_BDT_1064_L.d" without the other scripts.

RoAdam
05.12.2005, 20:52
Couldnt you joust send them a personal message?
If you still cant reach them, you could try a examine&learn method on large scale.
The uncompilator should sit in the moderdatabank in WOG site. That is what I think.

For the second question:
If you edit or add one file only that file would probably add to the compiled section. Or you could try making another copy of G2 with MDK, delete all the un compiled scripts, maybe even all the compiled ones. And if you could still parse scripts, it would of course parse only that script. Wouldnt it?

rockfest
05.12.2005, 21:13
Couldnt you joust send them a personal message?
If you still cant reach them, you could try a examine&learn method on large scale.
The uncompilator should sit in the moderdatabank in WOG site. That is what I think.

For the second question:
If you edit or add one file only that file would probably add to the compiled section. Or you could try making another copy of G2 with MDK, delete all the un compiled scripts, maybe even all the compiled ones. And if you could still parse scripts, it would of course parse only that script. Wouldnt it?
About the personal messages...this thread is suposed to help others that will have problems. So by talking with them in private means only helping me...helping me in here means helping all who have problems like the ones i had.
The decompiler/uncompiler(to me it sounds better decompiler even if it's not 100% correct) can't sit in the WoG database because it doesn't belong to WoG. It belongs to the russian forums and there it should remain.
About the second question : the problem is that all the scripts are modified(the scripts beeing in german and the compiled scripts beeing in english the game parses all the scripts). About the second ideea i didn't understand much but if i understand right then you're talking about putting only that script in the right folders and when i try to reparse then it will only have that one to do put in the .dat's. The problem with this is that i already tried it and it doesn't work because gothic needs other scripts in there for the reparsing to happen and i don't know wich ones.

RoAdam
05.12.2005, 21:48
You could still invite them.
So the decompiler sits in russian forums. It is as it would sit in chinese forums. At least if you look at it with language perspective. Could we afford a link? It is open source isnt it, I mean freeware?
I dont understand you with this about ENG\GER. But still. All the scripts are compiled into gothic.d right? So for trying out the scripts it is better to make little steps and adding scripts one by one. Saving .d file in more versions is wise too I think. If that is your problem. I mean. Problem with too many changes?

rockfest
05.12.2005, 21:55
You could still invite them.
They will come and read and answer when they want and have time...nobody is forcing them to help me and by "bothering" them means that i shouldn't be helped as well. It's my opinion. They helped more than necesary and i can't afford on "asking" them to help me with my problems.

So the decompiler sits in russian forums. It is as it would sit in chinese forums. At least if you look at it with language perspective. Could we afford a link? It is open source isnt it, I mean freeware?
You will be more than welcome to help at the "project" that i have in mind. But you must have patience...i need those files too but what's the use if they have alot of errors.

I dont understand you with this about ENG\GER. But still. All the scripts are compiled into gothic.d right? So for trying out the scripts it is better to make little steps and adding scripts one by one. Saving .d file in more versions is wise too I think. If that is your problem. I mean. Problem with too many changes?
The problem is that the MDK has only the german scripts. That means that if i wanna add a dialog to the english version of the game all the others dialogues will turn in german. That's not what i want. I tried to get help from the team with the translation mod but they have "other problems"(if you understand, i'm not the one to insist so...). ;)

RoAdam
05.12.2005, 22:04
Now I understand what are you trying to do.
I am working on similar mod(use of Khorintis zen), but I am going to make all dialogues anew, inserting new characters, monsters, vobs...

Freddy
05.12.2005, 22:04
They will come and read and answer when they want and have time...nobody is forcing them to help me and by "bothering" them means that i shouldn't be helped as well. It's my opinion. They helped more than necesary and i can't afford on "asking" them to help me with my problems.
No problem. My problem is (as I said) that I am not the specialist with scripts. I'm know much about working on worlds with the spacer. So I cannot answer advanced scripting questions. :(

You cannot put only one dialogue to the OUs. You have to compile all dialogues. I'm not sure, but perhaps you have also reparse all scripts too (new Gothic.dat). Off course if the decompiled scripts have errors that should not work.

Unfortunately CeeX is very busy at the moment. When I "meet" him next time I will ask if he has an answer (I won't forget the changing of the player model ;)).

RoAdam
05.12.2005, 22:11
Well you said that you know something about spacer.
How do you move textures up and down slowly? Not as fast as with arrow keys.
And how do you use movers? What do I have to do to make moving ship?

rockfest
05.12.2005, 22:11
You cannot put only one dialogue to the OUs. You have to compile all dialogues. I'm not sure, but perhaps you have also reparse all scripts (new Gothic.dat). Off course if the decompiled scripts have errors that should not work.

Thanks for answering...here's exactly what i did(if you don't know then when Ceex will have time maybe he could give me a hint on what did i do wrong or what i must do) :
1. I have compiled the dialogues in the .dat(that means they don't have errors as well). If needed i will send him a PM with the dialogue script.
2. I have deleted the ouinfo.inf and the ou.csl and ou.bin .
3. Opened spacer and hit the output button. After that i selected update and when it finished save.
4. The dialogue is in ouinfo.inf but not in the other two.

Freddy
05.12.2005, 22:57
Well you said that you know something about spacer.
How do you move textures up and down slowly? Not as fast as with arrow keys.
You can only minimize the movement grid:
settings -> settings general -> activate the texture movement grid and set the volume to 1.

And how do you use movers? What do I have to do to make moving ship?
example: You move a wall by pressing a button.

1. Create a wall as mover:
zCTriggerBase (abstract) -> zCTrigger -> zCMover
2. Entries:
vobName: THIS_WALL_SHALL_MOVE (for example - or anything else)
visual: EVT_ADDON_LSTTEMP_DOOR_RIGHT_01.3DS

move the vob to the starting position. Hit "new key" at the object pages. Move the vob to the next position and hit again "new key" (and so on).

3. Press "Apply" (the vob moves to the first position)
4. Now you may alter the speed and put in a sound (for example STONE_SMALL_START, STONE_SMALL_LOOP).
5. If you want to, set cdDyn and staticVob on TRUE.

Now we need a trigger to activate. This can be a script (don't know how ;)) or a button.

1. Create a button:
oCVob (abstract) -> oCMOB -> oCMobInter -> oCMobSwitch
2. Entries:
vobName: TRIGGER_FOR_WALL (for example - or anything else)
visual: TOUCHPLATE_STONE.MDS
focus name: switch (if the name should be displayed into the focus)
trigger target: THIS_WALL_SHALL_MOVE (this is important: select the same name as the name of the mover!)
3. Hit "Apply" and your switch should work. The trigger target should be displayed into the object pages. To test it, hit "trigger" and then "send".

@rockfest: I will ask the next scripter I will meet. :)

rockfest
06.12.2005, 00:38
Jeees...i have spent the last ~4 hours "repairing" the scripts wich where uncompiled with that program and guess what...they all have syntax errors(and alot of them).
351 scripts opened and saved with an Ascii editor and just to find that they have syntax errors. §burn §burn §burn I'm so freakin mad(my head hurts, i wanna throw up, my hands are shaking and all of this just to see syntax errors, jeeeeess....). §cry
Anyway, the ideea of making a small mod kit with the english scripts is down...nobody in his right mind would "repair" almost 1500 scripts with errors. The only option left is to add individual scripts to the english .dat files. That means compiling only the scripts that are edited or added. :confused:

CeeX
06.12.2005, 09:18
1. I have compiled the dialogues in the .dat(that means they don't have errors as well). If needed i will send him a PM with the dialogue script.
2. I have deleted the ouinfo.inf and the ou.csl and ou.bin .
3. Opened spacer and hit the output button. After that i selected update and when it finished save.
4. The dialogue is in ouinfo.inf but not in the other two.Delete the three files before you parse the scripts and then try again to update the output units. Also be sure, that there is no .mod file inside your DATA directory (Gothic sometimes copies mod files from DATA/modvdf to DATA when starting a mod).



so long, CeeX


Btw: May I have the link to the decompiler you used? Thanks in advance.

rockfest
06.12.2005, 12:27
Delete the three files before you parse the scripts and then try again to update the output units. Also be sure, that there is no .mod file inside your DATA directory (Gothic sometimes copies mod files from DATA/modvdf to DATA when starting a mod).

Guess what...it worked. :D Thanks


Btw: May I have the link to the decompiler you used? Thanks in advance.
*click* (http://www.gothic-pics.xhost.ro) here to get the tool and the english compiled scripts...because the readme is in russian here are the parameters to put in the command prompt to launch the tool.

The program should be launched in the command prompt like this :
GothicSourcer -zlog:l,s -zfile:name -zcomp:c,d -zgame:e

-zlog : l=number of diagnostic messages from 1 to 10 recommended 8.
s = leave how it is
-zfile : appoints name *.dat or *.src with which you work
name = name of appropriate file (for example: gothic), may be
only 8 names: gothic, music, menu, sfx, fight, camera, visualfx and particlefx.
-zcomp : appoints prog work routine :

-compilation of src file (c = 1, d = 0).
-decompilation of dat file (c = 0, d = 0).
-compilation of decompilled file (c = 1, d = 1).
-zgame : the version of the game. Can be 1(for Gothic 1) and 2(for Gothic 2). Here i think that the program has a bug because only with 1 works.

Example for decompilation : GothicSourcer -zlog:8,s -zfile:gothic -zcomp:0,0 -zgame:1

PS : You have to start ZSpy yourself because the program doesn't launch it on it own and it doesn't show any messages, only ZSpy does.

PPS : Like I've said the scripts wich are decompiled doesn't recognize when the enter key was hit so they look awfull. In order to see them as the original ones you have to open the scripts with an Ascii Editor and save them again. If you manage to do something and decompile them correct could you tell me what you did?

btw, could you give me a hint on how to do this(it doesn't help me too much but if i don;t have the english scripts then...better than nothing) :

the problem is that all the scripts are modified(the scripts beeing in german and the compiled scripts beeing in english the game parses all the scripts).

DeadlyArrow
06.12.2005, 16:20
just wanna to clear things with decompiler
it's "work in progress" as rockfest said it makes mistakes and it's not finished
it's even no normal link to it - one guy uploaded it on his home page and also you can get it from yandex mailbox
maybe it will be uploaded on GothicAG (russian gothic site)
if you need it i think rockfest (or me) can send it to you by email

rockfest
06.12.2005, 16:24
just wanna to clear things with decompiler
it's "work in progress" as rockfest said it makes mistakes and it's not finished
it's even no normal link to it - one guy uploaded it on his home page and also you can get it from yandex mailbox
maybe it will be uploaded on GothicAG (russian gothic site)
if you need it i think rockfest (or me) can send it to you by email
I already put it on my webspace. After CeeX will download it I will remove it from there. It is not mine and I don't think I have the right to keep it there.
@deadlyarrow If you think that it's ok to leave it there then no problem.
PS : I already gaved him the link..

DeadlyArrow
06.12.2005, 16:29
@rockfest
i can ask that in russian forum (i think they won't mind, actually if CeeX will have any thoughts about it they would like to know, i think)
can you give a link to page where you want to upload it (you can in pm)

CeeX
06.12.2005, 17:48
I allready downloaded it and it works fine for Gothic 1. I suceeded in reparsing the decompiled scripts even with the missing returns.
It only scrapped one single script, but it was one of my own ones (I tested the decompiler with my current Gothic.dat), no idea what went wrong with it.

rockfest
06.12.2005, 17:52
I allready downloaded it and it works fine for Gothic 1. I suceeded in reparsing the decompiled scripts even with the missing returns.
It only scrapped one single script, but it was one of my own ones (I tested the decompiler with my current Gothic.dat), no idea what went wrong with it.
What? you managed to make it work? §burn Actually i didn't tried the g1 scripts and i don't know why am i so surprised. The -zgame works only with 1(if i try to put 2 for gothic 2 scripts it gives me the error : " Can not found gothic.src"). Anyway...if you succeed with g2 let me know.

DeadlyArrow
06.12.2005, 17:58
I allready downloaded it and it works fine for Gothic 1. I suceeded in reparsing the decompiled scripts even with the missing returns.
It only scrapped one single script, but it was one of my own ones (I tested the decompiler with my current Gothic.dat), no idea what went wrong with it.

as i know decompiler had some errors with other mods too, like Secte, and then it was updated so it would be possible to decompile these mods and, yes it's for both G1 and G2 - for G1 you should use 0 in -zgame

btw: they managed to upload newer version (direct link) http://mod.worldofgothic.ru/files/tools/gothictoolsv2_14.exe
(this also converts mdl files from G1 to G2 and from G2 to G1, use -zcomp:2,0 for converting)

RoAdam
06.12.2005, 18:37
What phisics does gothic have? I mean, like faling boxes, floating etc..
Becouse I didnt see that anywhere else except for npcs.

I detected one problem or strange thing. Npcs that are placed over the water in spacer youst drown when you play the game. It looks like that none of them are made for swimming originally.

Would it be possible to create a ship that would move, and all the npcs, usable objects, things on its board with it?

CeeX
06.12.2005, 18:51
Would it be possible to create a ship that would move, and all the npcs, usable objects, things on its board with it?Nope :(
Gothic only supports vertical 'vehicles' like elevators. If you move an object in horizontal direction, all NPCs standing on it will slide away, staying on their origin position related to the world.


so long, CeeX

DeadlyArrow
06.12.2005, 19:28
Я согласен, выкладывайте.

he agrees if somebody wants upload the decompiler, fell free to do it :D

CeeX
07.12.2005, 12:34
Would be nice, if anybody could send me the original Gothic.dat of the English version of Gothic 1 (1.08k).

please send it to ceex[at]dunklebrut.de (replace [at] with @ ;))

Thanks in advance!


CeeX

rockfest
07.12.2005, 15:30
@CeeX sorry for the delay...i was busy today. Anyway...i just sent it now.

Edit : If you didn't receive it just say it and i will send it again.

CeeX
07.12.2005, 15:56
Don't apologize for a delay. I really didn't expect you to hurry ;)

Thanks a lot and sorry for your trouble on my account!


so long, CeeX

RoAdam
07.12.2005, 18:46
Continuing debate from upstairs....
So by theory you could create elevators? Like you would pull a lever and plataform would move you up.

What if you create >seats< behind npcs and move the ship? Would they collide with >seats< and stay on ship?

eXecutioner
07.12.2005, 19:09
I don't think that he meant that if an NPC had an obstacle in front of him that it would slide to it and remain there. I think that he would just simply go trought the obstacle (well the boat would leave and the NPC would remain there).


So by theory you could create elevators?

Yes. Well not the daily "Watch youre step!" elevators. Remember in the Sleeper's temple? There were platforms that go down and up when you press a stone near them.

CeeX
07.12.2005, 19:19
So by theory you could create elevators? Like you would pull a lever and plataform would move you up.Yes, see Piratenleben for instance. There was a platform in the pyramide which was able to move you up and down.



What if you create >seats< behind npcs and move the ship? Would they collide with >seats< and stay on ship?I can't say for sure, you will have to try this on your own. I never tried to create horizontal movers, but heard, that it isn't possible (I seem to remember a discussion about that in German Editing Forum long long ago).


so long, CeeX

RoAdam
07.12.2005, 23:13
I yust hope that G3 will have good phisics. A lot of things go away when you cannot rely on simple laws.
But can that be made with three points on the ship and making these always the same?
Can you move usable objects like yust like walls?

Freddy
08.12.2005, 01:03
I yust hope that G3 will have good phisics. A lot of things go away when you cannot rely on simple laws.
Real physics can cause other problems. You have to mark what shall move.
Very much ist possible throug the Gothic engine. Get familar with it.
It's not easy, but if something does not work use your imagination. If you really want to have a sailing ship with people on don't use NPCs an waypoints.
One method could be to create mobs (interactive objects like a forge) with the human model. For this you can even create dialogues. Put this mobs as children to your mover.

But can that be made with three points on the ship and making these always the same?
Can you move usable objects like yust like walls?
I gave an example. Have you tried it?
You can move everything which can be inserted as a VOB. It must be under 2000 polys (This was in G1. I'm not sure if PB changed the limit in G2 - try it).

RoAdam
08.12.2005, 06:30
I would be glad is someone give me a link or tell me where to find some tutorials or info.

How much is possible to modify the engine thet way?

rockfest
08.12.2005, 08:39
I would be glad is someone give me a link or tell me where to find some tutorials or info.

How much is possible to modify the engine thet way?
Some tutorials i posted in the begining of the thread and i think that it is illegal to modify the game engine.

RoAdam
08.12.2005, 19:21
I didnt really mean to >hack< into the engine.

You guys are wery helpful. I learned a lot.

Where is a will there is a way. Where is chance there is will. So thnx for giving me a chance.

Oh. And another question:
Will those russian guys make an international readme for their decompiler? Symbols in that file comfuses me :confused: :confused: :confused: :confused: :confused: :confused:

eXecutioner
09.12.2005, 16:19
Use Altavista's Babelfish for translation. www.babelfish.altavista.com.

DeadlyArrow
09.12.2005, 17:37
@RoAdam
i think they won't but if you need i can translate it tomorrow ;)

RoAdam
09.12.2005, 21:59
I dont really need it. Thnx anyway. But somehow it would be easier to get the program working.

I tried the childern trick. I did manage to get mover an an object moving together but when I tried to seat on tat chair(that was my object) my figure stayed in the seating position while chair moved away. §cry :( §cry

I can get the test to some place for you to look at.
PS: Does someone know how to post images here?

rockfest
11.12.2005, 13:15
I tried the childern trick. I did manage to get mover an an object moving together but when I tried to seat on tat chair(that was my object) my figure stayed in the seating position while chair moved away
Did you put the NPC as a child to the chair? I don't know to much about spacer but i think that this has something to do with it.

PS: Does someone know how to post images here?
You should post the links to the images if they are large. This you can do by clicking this button http://forum.worldofplayers.de/layouts/gothic/editor/insertimage.gif and you can uplad the pics on the net using Imageshack (http://www.imageshack.us) . If you want to post only the link to the pic you have to click this button http://forum.worldofplayers.de/layouts/gothic/editor/createlink.gif and in the first box write the name how should it appear in the post(Ex : *click* (http://forum.worldofplayers.de/forum/showthread.php?p=1608093&#post1608093) )and in the second you have to type the URL of the pic wich is given at Imageshack(use the direct link).

RoAdam
11.12.2005, 20:03
Thnx for the image posting help. As for my problem. How in the name of Innos do you put yourself as the children of some mesh-mover? :confused:

PS: Those guys from telephone company are soo damn slow. §burn §burn They let me wait for my fast line for another week. §burn §burn


EDIT-14.12.2005:What a relief....... :cool: An adsl line finally. :D

rockfest
17.12.2005, 22:03
Can the textures from g2 be used in g1 and the ones from g1 to g2? I saw that the ones from g2 have 250x250 px and the ones in g1 have 150x150 i think. Is it ok if i just adjust the size of the texture and use it like it is?

RoAdam
17.12.2005, 22:13
I dont know. But as far as I know texturing you can change texture size for every polygon. If there really is a way to avtomaticly resize them, or you would have to change them manually. But I thin its worth a try. How did one guy(dont know his name) upgdated all the g2 textures into high res.?

PS: rockfest- did you change your mind?:)

rockfest
17.12.2005, 22:51
I dont know. But as far as I know texturing you can change texture size for every polygon. If there really is a way to avtomaticly resize them, or you would have to change them manually. But I thin its worth a try. How did one guy(dont know his name) upgdated all the g2 textures into high res.?
Thanks...i will try it.

PS: rockfest- did you change your mind?:)
What are you talking about? I have sent you thos files if this is what you are trying to say. :confused: When you enter again send me a PM to talk with you about it and about something else too. OK?

Freddy
18.12.2005, 17:07
Can the textures from g2 be used in g1 and the ones from g1 to g2? I saw that the ones from g2 have 250x250 px and the ones in g1 have 150x150 i think. Is it ok if i just adjust the size of the texture and use it like it is?
At first, the Gothic 2 Mod Licence does not really allow the use of G2 textures somewhere else. You have to ask PB before.

Gothic 1 textures have sizes from 64 x 64 to 256 x 256. Gothic 2 textures are going up to 1024 x 1024. You can use them in Gothic 1.
To blow the resolution of the textures will cause nothing. You'll have to make new one (for example put 4 of them in a square).

Bandit_one is working on a new Gothic 1-Look using Gothic 2 textures and vobs. But it seems that he ist lost. :(

For Darken Brood (http://www.dunklebrut.de/eng/) we wanted to use his work. I on myselft startet a Gothic 1-Texture-Pack trying to retain the graphics style (screen 1 (http://www.metger.net/db/texturwechsel01.jpg), screen 2 (http://www.metger.net/db/texturwechsel02.jpg)).

eXecutioner
18.12.2005, 17:25
Are you working on a new mod Freddy? Could you post here:

Name of the mod:
Homepage:
Forum:
Creator:
Modification for: Gothic 1 (I see :p)
Info:
Status:
Download:

Than-q. It's for my list you know.

rockfest
21.12.2005, 00:21
Can someone tell me where can i find what trigger of the event in the VoM(when the hero is entering for the first time and FMV with the dragon attack is played).
I searched in the spacer and i didn't found anything...only waypoints. but maybe i don't know what to look for in there.
I searched in the scripts and the only thing i found is the condition for the trigger not the trigger itself.

Freddy
21.12.2005, 00:36
The objects list does help in this case.
Take a look at the attached screen. The Trigger ist marked and you can see the bounding box.

It would be easier if PB had given this vob a name.

rockfest
21.12.2005, 00:39
The objects list does help in this case.
Take a look at the attached screen. The Trigger ist marked and you can see the bounding box.

It would be easier if PB had given this vob a name.
I knew that it had to be something like this...you are a life saver Freddy...really, if we ever meet we're gonna call CeeX, and you guys will have a round of beers from me. Thanks alot to you and to CeeX, i don't know what i would do without you guys. :)

Freddy
21.12.2005, 16:57
I knew that it had to be something like this...you are a life saver Freddy...really, if we ever meet we're gonna call CeeX, and you guys will have a round of beers from me. Thanks alot to you and to CeeX, i don't know what i would do without you guys. :)
Beer sounds good! :D

For me it's sometimes very hard to understand the WiKi (and I am native german speaker ;)). I can imagine the problems people from other countries have. The translation from Altavista sometimes is very weird too (As in english some german words have very different meanings).

After all I'm very happy about your interest in Gothic-modding. :)

rockfest
24.12.2005, 13:11
I have some problems with the scripts. To be more exact there are alot of errors wich have no sense, errors wich pop-up from nowhere. Let me give you an example :


func int DIA_Ramon_Condition ()
{
return TRUE;
};

It gives me an error like this : Expected : (line 4). I can't remember the exact error but it is saying that there should be something at line 4.
Anyway...how can i see in wich file i have that error? In ZSpy it doesn't say and when the error is appearing it doesn't say. What's the best(or the one you use) editor for Daedalus? I tried that Gothic File Editor, Notepad and the one where you can create the NPC and the Dialogue wich is pretty easy to use but i don't really like it too much.
About errors appearing from nowhere, for example last night i tried to compile some scripts and it gaved me only a few errors and this morning i had alot of errors and to be honest i can't find them...

eXecutioner
24.12.2005, 18:08
Can someone tell me where can I download the "GothicStarter" for Gothic 2?

Just whant to say that in my Gothic directory the game has also copyed the following files: VDFS (wich is a program that aparently extracts some kind of compiled files) and zSpy. What are these?

Colonelu
24.12.2005, 19:29
From here:http://worldofgothic.com/gothic2/?go=addoninstall

eXecutioner
25.12.2005, 18:27
I whant to learn how to use scripts in Gothic 2 NotR (for dialogues, quests, atributes etc.). I know there is a tutorial on RPGDot.com but I fermly believe thet you can learn better from a person who can help you on the way than from a web page.

Now can anyone help me (except Rockfest who is on vacation)?

What do I need for scripting? I heard that the spacer but what else.

Any information is welcome.

PS: Do I have to start a new thread about this or not?

See Ya!

eXecutioner

DeadlyArrow
25.12.2005, 19:45
i guess you also will need gothic file editor, and of course scripts (got with full MDK)
i tryed to make an npc, using rpgdot tutorial, but it didn't work, because some steps are missing, you need to declare your npc in some files, but i had no time for it then, maybe now while i'm on vacations i'll try to finish that script
so if anybody would like to help executioner, i'll try that advise too

eXecutioner
26.12.2005, 08:58
Ok I downloaded the full MDK and tried installing it. It doesn't work because my Gothic 2 Gold Edition has the 2.7 patch not the 2.6. :mad: What can I do to make it work? Can I install the 2.6 patch over the 2.7 one?

CeeX
26.12.2005, 22:46
@rockfest: I prefer Crimson Editor (http://www.crimsoneditor.com/). It is similar to Ultra Edit (the editor PB used) but freeware.

Related to your scripting problem, there is a trick to find out, in what file an error occurs. Take your Gothic.SRC and list all files twice (see example below). The effect is, that Gothic parses a listed file and skips the second entry, because it is allready parsed. ZSpy will then display a message like "skipped xxx.d, file allready parsed", so you can see what file has currently been parsed. If an error occurs, check the last "skipped" message from zSpy and you will know which was the last file that has been parsed correctly. So the error must be in the next listed file.
The dissadvantage of this method is, that it won't work with dialogues or npcs, because they aren't listed file by file.

example:


AAA.D
AAA.D
BB.D
BB.D
CCCC.D
CCCC.D



so long, CeeX

WernerTWC
27.12.2005, 01:16
PS: Do I have to start a new thread about this or not?

Yes, do a new thread for such "basicly" questions like "how do i learn to make mods"!

The special on this thread is that some german experts in editing are checking this thread in order to answer "very special" questions around editing. (BTW.: THX for that :D :) :cool: )

So if you have really specialized questions, then this is the thread for it, but don´t bother (no offense!!!) them in here with such global questions.

wWw
27.12.2005, 13:17
So I already asked this in the German forum, but I want a second opinion.

I want to create a new class, and I'd like to know if Daedalus supports class-functions [such as: object_name.function_name(argument_1, argument_2, … ) ] or do I have to send an object-reference to a global function as an argument [such as: function_name(reference_to_object, argument_2, … ) ]


Thanks for your help!
- wWw -

rockfest
03.01.2006, 21:24
So I have a little problem...again :) ....
In the dialogues when i do an action (for example a log entry) and put it after an Ai_Output it's actually started at the begining of the function.
Here's an example cause i don't even understand what i said :


AI_Output (.....); //1...
AI_Output (.....); //2....

B_LogEntry (...);

AI_Output (....); //4....

The entry should appear after the 2nd AI_Output no? When i do this it appears on the screen just when the first one is started. And this happens to all the actions not only journal logs and always at the first AI_Output even if i put it at the end of the function.

CeeX
03.01.2006, 21:53
It's not a bug, it's a feature :p

Seriously, this is a general problem of the Gothic engine. I'm not sure, but I think this is caused by the special behavior of AI functions. If an AI function is called, it is put into the AI queue, from which they are executed one after another. This queue works parallely to the rest of the engine because the execution of these functions needs time and it would be bad, if the whole Gothic engine freezes until they are finished.


You can put a dialog choice just before the actions, for example an "are you sure to accept this mission" or something similar. If you check the original game, it is solved this way in most cases.


so long, CeeX

rockfest
12.01.2006, 11:31
Is it possible to modify the marvin console? I'm pretty sure that it isn't in the scripts. Is it in the game engine no? If it is in there it would be illegal no?

CeeX
12.01.2006, 21:32
I don't know if that would be illegal, but anyways it isn't possible at all (just because it is fully implemented in the engine).


so long, CeeX

CeeX
13.01.2006, 13:49
Index:

Where can I download the programs needed for editing Gothic?
How can I learn the basics?
I want to create a new NPC!
I want to create a new weapon/item!
I want to create a new dialogue!
My scripts don't have any effect on the game!
I want to edit an existing world!
I want to create a completely new world!



Where can I download the programs needed for editing Gothic?

There are several programs needed to edit Gothic. First of all, the Modification Development Kit (MDK), which you can find at the WoG download section.

MDK for Gothic 1 (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=28)
MDK for Gothic 1 Spacer Update (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=31)

MDK for Gothic 2 (small version - does not include meshes) (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=93)
MDK for Gothic 2 (large version) (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=94)
Update v2.6a for G2-MDK (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=99)

The installation of the particular MDK is required to edit Gothic!

If you want to add or edit game models or graphics you will also need a 3D modeling tool or 2D graphics tool.


How can I learn the basics?

There is a large number of introductions, tutorials and references inside the English editing wiki (http://wiki.worldofgothic.com/). Unfortunatly not all have been translated yet.


I want to create a new NPC!

NPCs are created with the game scripts. There is no program delivered with the MDK that offers an easy creation of them. So you will have to get into the script language Deadalus (http://wiki.worldofgothic.com/Daedalus/Syntax) to create or edit the scripts with a text editor.

A good introduction to Deadalus is given by the script tutorial (http://wiki.worldofgothic.com/Tutorials/Script-Tutorial).


I want to create a new weapon/item!

There are two things needed to create a completely new weapon/item. First you will have to create a mesh (the 3D model) of the item with a 3D modeling tool like 3D Studio Max or similar (check the list of 3D modeling tools (http://forum.worldofplayers.de/forum/showthread.php?p=1570634&#post1570634)).

After that you must define the item via game scripts. You will find an example inside the script tutorial. It is recommended to look at the original game scripts for a better understanding of the different item types.

It is also possible to use an existing item mesh.


I want to create a new dialogue!

Dialogues are also created via game scripts, so you need knowledge of the language Deadalus (see above). It is also recommended to check the article about subtitles and voice output( not translated yet) (http://www.worldofgothic.de/modifikation/index.php), to make dialogues visible (hearable) inside the game. Take a look into existing dialogue scripts to get familiar with the structure of dialogues.


My scripts don't have any effect on the game!

This may have different reasons. Your scripts have to be located inside the [_work\Data\scripts\] directory.
To get scripts working, you will have to compile them first. This is done automaticly by checking the box 'reparse scripts' in the GothicStarter and starting the game or the Spacer.

When creating a new script file (*.D), be sure to add the filename to the Gothic.SRC.

If editing Gothic 2 you will also have to add an own entry to the GothicStarter. Therefor create a copy of the [System\]GothicGame.ini and rename it. Open it with a text editor and change the line VDF=GothicGame.mod to VDF=. You may change the other entrys as well, but it isn't required to get your scripts working.


I want to edit an existing world!

For this case you find a tool named Spacer inside the MDK. The objects of a Gothic world (Khorinis, Old mine, ...) are placed inside a ZEN file (*.ZEN), which can be edited via the Spacer.

Read the introduction (http://wiki.worldofgothic.com/Spacer/Introduction) in the wiki to learn the basics of the Spacer. As always, it is a good idea to look at the existing worlds to see how things work.


I want to create a completely new world!

A Gothic world consists of two parts. A static one, like the ground, mountains, buildings or lakes and objects (VOBs) like tables, chairs, doors or items. If you want to create a completely new world you will first have to create a static mesh with a 3D modeling tool. After that you can load it into the spacer and fill it with VOBs.

Both aspects are explained by the creating an outdoor level (http://wiki.worldofgothic.com/Tutorials/Creating+an+Outdoor+Level) tutorial.


I'm also thinking about adding an overview over most common parser messages (error messages of scripts), but I have to collect them first. Maybe someone can help me with that (I'll probalby start a topic in the German Editing forum about that during the next few days).

If you have suggestions, corrections, wishes or further questions please let me know (could also be usefull for the German editing community).


@WernerTWC: Would be nice, if you could add this to the beginning of this thread.
If you are able to add HTML code, you might anchor the index with the questions, but it's not really necessary for this quite short FAQ.

rockfest
13.01.2006, 14:02
:cool: wonderfull job CeeX. Really great.


I'm also thinking about adding an overview over most common parser messages (error messages of scripts), but I have to collect them first. Maybe someone can help me with that (I'll probalby start a topic in the German Editing forum about that during the next few days).

I will gladly help but to be honest i haven't met with alot of parser errors. Only characters missing, other stuff like this. If you say what i must do i will do it.

CeeX
13.01.2006, 15:28
I want to list all known parser messages with an description by what it is caused and maybe a short hint how it can be fixed.

For example:
U:PAR redefined identifier (XXX) - A variable, constant or function has been defined more than once. This is often caused by copying a script without renaming the included functions (for example Rtn_xxx functions of npc scripts).
U:PAR unknown identifier (XXX) - A variable, constant or function is called but hasn't been defined before (for example a log constant or an on_equip function).
...

Something like this, maybe with reference to some more detailed examples or explainations.

Edit: It would also be a help if you name all parser messages you experienced, even if you have no clue what they mean or how they can be fixed.

@Werner: Thanks for adding! :)


so long, CeeX

orcwarriorPL
27.01.2006, 14:33
I have idea to PB create new tool which convert Gothic II(My bad not .mdl :grinundwe ) .mdm to Gothic I
.mdm file(And vice versa)but this tool not convert anims to .asc extersion(Anims Theft Seciurity;))I hear some Convert MinecrawlerQueen to G2-How he made it??? :confused:
What you think about that?
Ohh:
Sorry if i do something bad when i try to get G2 anims to G1[alligator anims](i have error Probably, I do not remember message exactly some like this: File: Kro_Body.Asc not found!,i copy DJG_ARMOR_H.asc to G1 folder and rename to Kro_Body.asc -it's look funny like Aligator in DrachenJager Armor §rofl )
Thank and Greetings
-----
If there is topic like this close this give me link and penality;P

WernerTWC
30.01.2006, 00:38
If there is topic like this close this give me link and penality;P
Now it is in the right thread, ... i hope you´ll get your answer! :)

Sorhin
01.02.2006, 14:05
Hey everybody i have a question.

I have seen several pictures on toihlsas home page, all showing antialiasing on the pictures, is this possible to have in spacer, 3dmax or only in the game an if how do i get it? is it a special made custom for the mod or is it something you can set on in 3dmax or something?


2 pictures of a little mod im making
http://img209.imageshack.us/img209/1530/pic44oz.png
http://img77.imageshack.us/img77/2527/goo34ft.png

NicoDE
01.02.2006, 15:26
This has nothing to do with the game or the Spacer. Firstly, you can force anti-aliasing in the control panel of almost all graphic cards. Secondly, there are endless options in 3dsmax to modify the output of the rendering.

Sorhin
01.02.2006, 16:33
This has nothing to do with the game or the Spacer. Firstly, you can force anti-aliasing in the control panel of almost all graphic cards. Secondly, there are endless options in 3dsmax to modify the output of the rendering.

But then how can i gain the specfic effect? im working on this mod, and it could be nice to see how it would look in 3dmax with anti-aliasing. Like the toihlsa i would like to put anti aliasing in this mod.

look at this picture, look how the light in the skyes is, that's what i want.
It's used in almost every new games. But in the gothic 1 & 2 it not so how can i get it, any idea?
http://img479.imageshack.us/img479/1214/shot153mr.jpg

AlexX
02.02.2006, 09:15
Please, tell me how to save textures from Spacer? And how rotate and moving textures on object?

CeeX
02.02.2006, 11:00
But then how can i gain the specfic effect? im working on this mod, and it could be nice to see how it would look in 3dmax with anti-aliasing. Like the toihlsa i would like to put anti aliasing in this mod.

look at this picture, look how the light in the skyes is, that's what i want.
It's used in almost every new games. But in the gothic 1 & 2 it not so how can i get it, any idea?
http://img479.imageshack.us/img479/1214/shot153mr.jpgI guess the picture you linked has been modified with a 2D graphics tool like Photoshop or similar. You won't get such results in Gothic, even with activated AA.

You can't add AA to your mod, but you can play Gothic (and all mods) with AA, if your graphic card is able to force it (see Nico's post). I should mention that there can be some troubles (clipping errors) with AA in some cases (depends on the used graphc card).


@AlexX:
press and hold the space bar and use:

CURSOR keys to move
NUMBLOCK to scale
DEL/INSERT and PIC DOWN/UP to rotate

A whole description of texturing is written down in the English wiki (http://wiki.worldofgothic.com/Spacer/Texturing) (well, something or someone scrapped the text formating of this article...).


so long, CeeX

Sorhin
02.02.2006, 14:07
I guess the picture you linked has been modified with a 2D graphics tool like Photoshop or similar. You won't get such results in Gothic, even with activated AA.

You can't add AA to your mod, but you can play Gothic (and all mods) with AA, if your graphic card is able to force it (see Nico's post). I should mention that there can be some troubles (clipping errors) with AA in some cases (depends on the used graphc card).


@AlexX:
press and hold the space bar and use:

CURSOR keys to move
NUMBLOCK to scale
DEL/INSERT and PIC DOWN/UP to rotate

A whole description of texturing is written down in the English wiki (http://wiki.worldofgothic.com/Spacer/Texturing) (well, something or someone scrapped the text formating of this article...).


so long, CeeX



Okay thanks, then i know...

I already have a new problem... how do make water in gothic2? i have this river and i don't know what texture i should use and how to make it alive.. anyone know how i make it living?

CeeX
02.02.2006, 15:24
If you apply a water material, Gothic should automaticly add special attributes like transparency, animation and the special water behavior (going through, dive etc). Important: The Plane has to be double sided and the material has to be applied on both sides (also think about a ground for the sea/lake/river ;)).

If you are using Gothic I, you should download the Spacer 1.5 Update (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=31) and the Material Library (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=140) (otherwise you will have to apply all attributes for all materials yourself).


so long, CeeX

Sorhin
02.02.2006, 16:31
If you apply a water material, Gothic should automaticly add special attributes like transparency, animation and the special water behavior (going through, dive etc). Important: The Plane has to be double sided and the material has to be applied on both sides (also think about a ground for the sea/lake/river ;)).

If you are using Gothic I, you should download the Spacer 1.5 Update (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=31) and the Material Library (http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=140) (otherwise you will have to apply all attributes for all materials yourself).


so long, CeeX


Cool ! thanks
Here is a little reward..

http://img313.imageshack.us/img313/2222/house28jb.png
http://img19.imageshack.us/img19/408/house18uf.png
A house from my mod.

AlexX
02.02.2006, 17:19
So, thx. But how can I extract texture from Spacer and save it?

Freddy
02.02.2006, 17:28
So, thx. But how can I extract texture from Spacer and save it?
You can find all textures in tga-format in \_work\data\textures

If you want to edit a compiled texture (.tex) from the folder \_work\data\textures\compiled you need ZTEX (\_work\tools\ZTEX)

AlexX
02.02.2006, 17:33
@Freddy: I haven't that folders, cause I haven't G1 installed, but I've the world and I wanna extract texture from it. But how?

Freddy
02.02.2006, 18:22
@Freddy: I haven't that folders, cause I haven't G1 installed, but I've the world and I wanna extract texture from it. But how?
The Gothic 1-textures are installed with the Gothic 2-Modkit too: _work\data\Textures\Level\_Old


If you want to take the textures from a modvolume: This is not allowed without the permission of the author.

AlexX
02.02.2006, 19:31
@Fraddy:

_work\data\Textures\Level\_Old
Thx.


If you want to take the textures from a modvolume: This is not allowed without the permission of the author.
Yeah, I know ;) But I wanna take original G1 textures. Thx

-----------------------------------------------------------

UPDATED: I haven't this folder:
_work\data\Textures\Level\_Old
Please, someone, give me the "OWODWAMOUNTAINFAR.TGA" texture.

-----------------------------------------------------------

UPDATED: Oops! :D I found it

orcwarriorPL
03.02.2006, 15:57
Hi all
I need small help :-)
I need one poligon/very small face(1micrometr-some like this) From center of scene based highly a lot in *.asc ,ah if someone do it upload this to server...
www.rapidshare.de
It thanks very much ;-) and take this §burn HOT §burn Greetings :D

Sorhin
03.02.2006, 20:42
i have a problem...

i made this level/landscape alle textured and done, and then i try to load it in spacerII, then i try to compile it but i don't get my level, there is nothing... i think it has something do with the exporter... but im not sure...
i tried to import a already finished mesh from gothic 2 it was the old camp then i try to export and the same thing happens this time... what is wrong?

Freddy
03.02.2006, 21:10
@Sorhin: Did you put the Mesh somewhere at Gothic II\_work\data\meshes\?
Otherwise the Mesh will not be loaded and you'll get an empty world.

edit:
@orcwarriorPL: I'm very sorry, but I'm not sure what you want.

Sorhin
04.02.2006, 10:57
@Sorhin: Did you put the Mesh somewhere at Gothic II\_work\data\meshes\?
Otherwise the Mesh will not be loaded and you'll get an empty world.



Ahhh yes that was my problem :)
but another one apppears now, when i look at my landscape in spacer, some of my textures is wrong now, they are misplaced, why is this?
as i can see it's only the road and im sure it has something to with in 3d studiomax that i set the texture to -90 istead of 0
here you can see.
http://img202.imageshack.us/img202/1300/mod29es.png
http://img202.imageshack.us/img202/2184/mod33dz.jpg

what should i do now?

CeeX
04.02.2006, 13:28
You can place the textures inside the spacer (much easier imho), so you won't need to do this in 3dsmax. How you move/rotate/scale a texture is explained some posts above (http://forum.worldofplayers.de/forum/showthread.php?p=1722919&#post1722919).


so long, CeeX

orcwarriorPL
04.02.2006, 13:31
edit:
@orcwarriorPL: I'm very sorry, but I'm not sure what you want.
I need file in .asc extersion with only one polygon/face this ,if you must create face this face must be very(very,very,very,very... :P) small or even invisible(in game) I need it to create game effect(pfx) Which will be off on night and on at day ,ah i i can create .mds wihout any model(.asc) teach me it! :P
EDIT:
Hmmm if i enbead cheat console and write zfogzone.. and zhighqualityrender
i have nice grafics --::looK!::-- (http://img349.imageshack.us/img349/1528/image18py.jpg)(this textures is from mod i think about draw distance)can someone edit gothicmod.exe or gothic.exe and enbleade this opion on start game
(i find i gothic configuration file this line:
zFogDisabled=0
when i repleace it to:
zFogDisabled=1
the fog is banished(dispeared)
but the draw distance is too small and i dont find it in config file,i find it in gothic.exe but this is "advanced file hacking" :D :P)
It thanks for each help

rockfest
19.02.2006, 17:52
Use the 'Mobsi' (interactive object in the Gothic world) with the scheme name until the "targetState" is reached. If the "targetState" is already active while the function is called: the NPC goes to the 'Mobsi' but does nothing.
Thanks :) i was hoping that the description would have answered a question of mine but it seems it didn't :( .
:D I know that you like to play with this kind of stuff :p ...would you know for example where POTIONALCHEMY_S1 or SMITHWEAPON_S1 are called from? :)

orcwarriorPL
19.02.2006, 20:20
Hello all(sorry for new post i wanna to thread be watched)
I have small/big problem in spacer
3d Graphic from my Modteam has Delete walder(honey mesh in wood :D)from G1 Surface.3ds ,How i can repleace old mesh of surface.3ds to new (upadted wihout walder) and keep all vobs(.zen) when i try to open surface.zen and merge surface.3ds(upadted)in world is old and new mesh
Help please §danke

rockfest
19.02.2006, 20:44
would someone know for example where POTIONALCHEMY_S1 or SMITHWEAPON_S1 are called from?
Besides that why is the orc wall seen so akward when you're behind it and is there a way to fix this(you can see through it)?
And after someone creates a new 3ds for a file what must he do in order to be available for gothic? :)

Thanks ;)

orcwarriorPL
19.02.2006, 21:05
would someone know for example where POTIONALCHEMY_S1 or SMITHWEAPON_S1 are called from?
Besides that why is the orc wall seen so akward when you're behind it and is there a way to fix this(you can see through it)?
And after someone creates a new 3ds for a file what must he do in order to be available for gothic? :)

Thanks ;)
In dNdR This scripts in Gothic II\_Work\Data\Scripts\Content\Story\Dialog_Mobsis folder
(I don't sure what you write :confused: )
If you Wanna add this script in spacer ou add only POTIONALCHEMY
Because *_S1 = On Use mob ,the const int is in
\Gothic II\_Work\Data\Scripts\Content\AI\AI_Intern\Ai_Constants.d

P.S.
Reply to my Question please §danke

rockfest
19.02.2006, 21:09
Because *_S1 = On Use mob

That's what i wanted to know. thanks :A



Reply to my Question please

I don't know that better spacer. sorry but i can't help you and besides that maybe you should say it in another way...i didn't understood exactly what's your problem. Only that you deleted the honey mesh from the zen $zuck

orcwarriorPL
19.02.2006, 21:38
That's what i wanted to know. thanks :A


I don't know that better spacer. sorry but i can't help you and besides that maybe you should say it in another way...i didn't understood exactly what's your problem. Only that you deleted the honey mesh from the zen $zuck
Ok sorry this my bad (but the information about "honey mesh" is not important anyway i thik about THAT (http://wiki.worldofgothic.de/Tutorials/W%E4lder))
I have problem in merge old vobs from surface.zen to new edited surface.3ds (wihout vobs)

Freddy
19.02.2006, 21:53
@orcwarriorPL

I hope I understood the question. Your 3D-artist has deleted the wood-portals.

Put your new "surface.3ds" directly under \_work\data\meshes\ or move the original somewhere else. The spacer loads that file that it can find first (this can be the old one!).

Then load the "surface.zen" -> compile world

Then save and restart the spacer (better, because after compiling there could be Portal-Errors).

Done.

orcwarriorPL
19.02.2006, 21:55
@orcwarriorPL

I hope I understood the question. Your 3D-artist has deleted the wood-portals.

Put your new "surface.3ds" directly under \_work\data\meshes\ or move the original somewhere else. The spacer loads that file that it can find first (this can be the old one!).

Then load the "surface.zen" -> compile world

Then save and restart the spacer (better, because after compiling there could be Portal-Errors).

Done.
Thanks very much Good Man !!!
§danke §danke §danke §danke §danke
"Danke Schon" :D

NicoDE
19.02.2006, 22:14
where POTIONALCHEMY_S1 or SMITHWEAPON_S1 are called from? :)Let's take a look at Harad's anvil:
http://img398.imageshack.us/img398/9961/bsavilocspacer7ng.th.png (http://img398.imageshack.us/my.php?image=bsavilocspacer7ng.png)
As you can see, the anvil is an oCMobInter (interactive object in the game).


1. visual references a model script that defines the animations (including the human model) which are played while using the object.

[g2addon]\_work\Data\Anims\MDS_Mobsi\BsAnvil_OC.mds looks like this:
Model("BsAnvil_OC")
{
MeshAndTree("BsAnvil_OC.asc")
AniEnum
{
Ani("s_S0" 1 "s_S0" 0.0 0.0 M. "BsAnvil_OC_Use.asc" F 3 3)
Ani("t_S0_2_S1" 1 "s_S1" 0.0 0.0 M. "BsAnvil_OC_Use.asc" F 4 9)
Ani("s_S1" 1 "s_S1" 0.0 0.0 M. "BsAnvil_OC_Use.asc" F 10 47)
{
*EventSFX(30 "Forge_Anvil" R:1000)
*EventPFX(30 1 "Anvil_Sparks" "Bip01 PFX_Spark")
*EventSFX(38 "Forge_Anvil" R:800)
}
Ani("t_S1_2_S0" 1 "s_S0" 0.0 0.0 M. "BsAnvil_OC_Use.asc" R 4 9)
}
}Even if you don't understand every parameter, you can see that there are animations defined for the 'states' S0 (start using it), S1 (anvil forging), and the transitions between the latter two. In short, every interactive object is state-based.


2. focusName is a reference to a string constant in the scripts. This is the text which is displayed if you focus the object.

(defined in [g2addon]\_work\Data\Scripts\Content\Story\Text.d)


3. useWithIten is a reference to an item instance in the scripts, which is required to use the object. In this case ItMiSwordRawHot - without the glowing steel, you cannot use the anvil.

(defined in [g2addon]\_work\Data\Scripts\Content\Items\IT_Misc.d)


4. finally, stateFunc defines the base name of the script functions which are called if an object state is reached. "_S" and the state number is added to the base name to build the function names. Therefore, SMITHWEAPON_S1 is called when you start forging at the anvil.

(the function can be found in [g2addon]\_work\Data\Scripts\Content\Story\Dialog_Mobsis\SmithWeapon.d)

rockfest
20.02.2006, 13:56
Well it is an interactive object so...i should have figured that :C:
Thanks for the lesson, it really helped :D

greetz

Rashnu
20.02.2006, 14:23
What the devil are you doing, rockfest? :eek:

Meddling with interactive objects and functions? :cool:

cipris
20.02.2006, 20:58
How can I insert an object .3ds to a .zen file? And in wich category in the object window (in spacer) shoul I put the object if it is something big like a catapult for example? I tryed to insert some objects in "surface.zen" but it didn't show me anything. The objects are made by me and exported as 3ds.
Could someone help me?

Freddy
21.02.2006, 21:39
@cipris:

Select zCVob from the objects window. Click right into the spacer window. Place the vob. Then put the filename of you model under "visual" and hit apply. Very important: The 3DS must be somewhere under ..\_work\data\meshes\. Otherwise the spacer would not load it. The object must have less than 2000 vertices and less than 2000 polygons.

@orcwarriorPL:
I write this here because it's to technical for your thread at the discussion.

You should also alter zCZoneVobFarPlaneDefault (see attachment to this post)

As an alternative to the swamp portals (I think they really look awful) you may set a fog zone. Unfortunately the color settings only work in Gothic 2.

zCVob -> zCZone (abstract) -> zCZoneFog

At the bottom of the object windows you find the button "edit the box". Click it. At "Bounding Box-Dialog" set the size of the box. Click "modify" (the windows) and "apply". Back at the bounding box dialogue click "stop".
At "fog range center" you can alter the sight (1500 for example). The fog has no color - you may create a swamp feeling if you put several dark green light-vobs (not too bright because at night it would look strange).

cipris
22.02.2006, 11:18
Thanks a lot Freddy, it work it now. I think my 3ds. files were not in ..\_work\data\meshes\ or maybe the problem was that in max were far away from origin. Anyway ............now of course I have another question :D
How can I modify the terrain? I mean I now how to do this in max, but I want to make some modifications and put the new terrain (in my case the surface in the old world) in zen file who has already MOBs. Because I don't want to insert in a .zen compiled by me, all the objects. It is possible to do this? :confused:

Freddy
22.02.2006, 14:10
@cipris:

I wrote it some posts before. ;)

More detailed now:

If you want to exchange the surface.3ds for example move the original 3ds somewhere outside you gothic directory (backup). Then put your new surface.3ds somewhere under ..\_work\data\meshes\ (where exactly doesn't matter).

Load the surface.zen. Select "world -> compile world" (outdoor, no mesh editing). Then compile the light.
After this save the zen and restart the spacer (better, because after compiling there could be Portal-Errors).

cipris
22.02.2006, 14:57
Yes it worked! Thanks!

cipris
01.03.2006, 23:27
Sorry for double posting but the last post is old and I need some help.... again
I made a building in 3d studio max and it had some dificulties to put texture at some poligons in spacer. Is a building with several rooms, and the first room had a iregular form. When I import the building in spacer I can scale textures right at all poligons except the ones from the iregular room. The texture is too scaled or something because it looks strange and from some angles it bliping (I don't now the word exactly) I tryed to rescale the texture, to rotate, to move but with no efect. Is someone now what is the problem? I tryed to remodel the room in several ways using other tehniques but the result is the same. The only thing I can do is to make the room simple, but I want that shape because is a reproduction of a building from G1.
So, is there a way to put the texture right in spacer? Or maybe a tool to change the proprieties of that poligons?

Freddy
01.03.2006, 23:35
If you are texturing with the Spacer you have to mark and texture only that polygons that look into the same direction. I don't know if this is the problem with you room.

A screenshot would help. :)

cipris
01.03.2006, 23:57
It works on other poligons, only in this room there are problems.
The screenshot (http://img103.imageshack.us/my.php?image=wrongtexture3le.jpg) is taken in that room. The poligons from the walls are the one with problems.

Freddy
02.03.2006, 00:04
Select one wall and try to texture with mapping.
http://img330.imageshack.us/img330/710/texturieren080zc.jpg

To do this push the first button on this tool bar (apply with mapping).
This should work.

cipris
02.03.2006, 00:13
Thanks a lot @Freddy, you are a life savior.
When I think that I am trying to make all kind of tricks in 3d studio max for two days now.... Thanks again.

cipris
10.04.2006, 20:28
Double posting again........
I want to add some 3D elements at some armors, but the ones that I found like 3ds are packed. How is it possible to modify them? There are ones like Xardas robe that look that is made 3D. These are the only ones? Or the tga files are applied on skin of the models? And how can I control the texture on the models?

orcwarriorPL
14.06.2006, 13:29
Hi All
I have 2 Questions
1.How to create Camera in spacer(the best with details :P)
2.Someone Translate Spacer Help Files to English Lauguage??? if yes please give me link i want to translate it to polish ;)

rockfest
14.06.2006, 13:55
2.Someone Translate Spacer Help Files to English Lauguage???

English is very discriminated in Gothic editing. I doubt that there is someone out there who translated those mesages.
Also, i don't even have any idea if they are used from an external file or just compiled with the program $zuck



1.How to create Camera in spacer(the best with details :P)

Sorry. Have no idea how to do that in the spacer.

NicoDE
14.06.2006, 14:42
Also, i don't even have any idea if they are used from an external file or just compiled with the program $zuckG1: /System/Help/*.sph
G2: /_work/Tools/Data/Help/*.sph

(G2 can use the Spacer Help files (*.sph) from G1MDK)

rockfest
14.06.2006, 15:27
G2: /_work/Tools/Data/Help/*.sph

There is no *.sph file in all the directory of the game(in my case)
I already looked in the help directory but there's only a file called : classes wich contains the types of vob(for the Object Window from the Spacer...i guess).



(G2 can use the Spacer Help files (*.sph) from G1MDK)

Even if the G1MDK is not installed? :)

NicoDE
14.06.2006, 17:14
There is no *.sph file in all the directory of the game(in my case)
I already looked in the help directory but there's only a file called : classes wich contains the types of vob(for the Object Window from the Spacer...i guess).The G2MDK doesn't include SPHs. I added the 'classes' to provide an overview over the classes (which should/could/might be documented...).


Even if the G1MDK is not installed? :)Just extract the SPHs from the G1MDK's zip file into the right (see above) folder - that's it.

Ingenieur
15.06.2006, 10:11
What about an own forum for this subject as it is in the German section? More than 175 posts are hardly percievable! Is there a problem in creating a new forum?

rockfest
15.06.2006, 10:52
What about an own forum for this subject as it is in the German section? More than 175 posts are hardly percievable! Is there a problem in creating a new forum?
Hehe...as a modder(well, somehow :D ) i couldn't think of something better.
But as a staff member i have to face the truth....there is only this thread and the Basic Modding thread and a few other small threads.

It's not even enough to fill a page so ... maybe in the future for Gothic 3 when PB will release an english mod kit, etc ;)

orcwarriorPL
19.06.2006, 13:29
Thank for Answer :P
About 1. I don't want cameras who you can create in scripts (system/camera/caminst.d)//sorry if i write something bad i dont have GMDK on this computer :P
i want create camera using spacer like cameras i orc temple (ZCcamera & ZCCameraFrame)//sorry if i write something bad (like up)
2.Yes i think about files in Gothic/system/help i try to change descreption of this files and this work
Ah i have new question i find in menu*.d parameter BackWorld = "somezen.zen"; someone know how to add backworld in menu?

NicoDE
19.06.2006, 13:40
someone know how to add backworld in menu?You can't - the code no longer exists in the ZenGin (because of problems with multiple worlds loaded at the same time).

orcwarriorPL
19.06.2006, 14:19
You can't - the code no longer exists in the ZenGin (because of problems with multiple worlds loaded at the same time).
You think about this when new game(or load game :P) will be started and next you pause game?
or this error appear when you will start gothic.exe and menu was appear?
If 2 ahh this bad but you can only create new main menu instance who appear only if you start new game ,at this menu backworld will be udefinied but if i remember good we can change instance of menu who be showed if we start game ,but we can change this only with uncompiled Gothic main scripts(not this in GMDK) :/
EDIT: Sorry 4 my bad engilsh

NicoDE
19.06.2006, 14:39
@orcwarriorPL: I did not understand your questions. What should happen in your menu that is different from the original menu?

eXecutioner
20.06.2006, 19:35
I think he said that he wants to make a new background for Gothic 2. And he also said that if it can be done it should be only for a new game (maby it should apear only the first time you play the game).

eXecutioner
24.06.2006, 10:03
Hehe...as a modder(well, somehow ) i couldn't think of something better.
But as a staff member i have to face the truth....there is only this thread and the Basic Modding thread and a few other small threads.

It's not even enough to fill a page so ... maybe in the future for Gothic 3 when PB will release an english mod kit, etc

There are a lot of things a non modder can do in support of a modification. He could help with the story, site building, team coordonation, translation, caracther voice etc.

I believe there should be a forum dedicated to this subject. By doing this we can invite modders from the german part of WoG and maby be able to help them create translations from german to english, etc.

orcwarriorPL
09.07.2006, 20:06
Ok, I'm back maybe now i say good this :P
@NicoDE no my gothic menu is fine :D i think about this what you say after:

the code no longer exists in the ZenGin (because of problems with multiple worlds loaded at the same time).
..but when we create menu(but we can't do this wihout Interference to code ofgothic.exe :-( )who loading menu like on this scheme:
Player start aplication mymod-->loading menu with code(for example)...
INSTANCE MENU_MAIN_NORMAL(C_MENU_DEF)
{
backpic = MENU_BACK_PIC;
musictheme = "SYS_Menu";

backworld = MENU.zen;
(....)
};

--->Next, Player Starting NewGame or Loading Game--->Player stop Game but menu with instance MENU_NAIN_NORMAL not apear ,but apear menu with this code(for example like up):

INSTANCE MENU_MAIN_NOBACKWORLD(C_MENU_DEF)
{
backpic = MENU_BACK_PIC;
musictheme = "SYS_Menu";

//backworld = MENU.zen;
(....)
};

but this code Can introduce(create) only Gothic Developers(must edit source code) ;(
I think You Understand what i'm thinking about :)

orcwarriorPL
28.08.2007, 11:09
Hi §wink
I have a question.
Someone know how to make via .MDS multiple hit at fight Clicking only one time(Ctrl+Up)?
I dont know MDS Scripts well to do it self.
Thanks for any answer.
Greetings

WernerTWC
28.08.2007, 13:14
Hi §wink
I have a question.
Someone know how to make via .MDS multiple hit at fight Clicking only one time(Ctrl+Up)?
I dont know MDS Scripts well to do it self.
Thanks for any answer.
Greetings

I would guess to combine the existing ani's to one larger should work, this is a tutorial about ani's, imho from point 4 on (page two there) should be of the most interest to you:
http://gothic.rpgdot.com/index.php?hsaction=10062&game=gothic&gid=10&l1=Modding&infoID=83&pageID=297

orcwarriorPL
28.08.2007, 13:45
I know basics about MDS :)

I would guess to combine the existing ani's to one larger should work
You talking about changing .asc ani with combo?
I asking how to make 2 hits per on clicked Ctrl+up(attack) for explain:
I making dual swords MDS and for one part of combo 2 swords making damage.
I hope you understand part my "english" at least :D.

WernerTWC
28.08.2007, 20:18
I know basics about MDS :)
Good, that's most probably more than i know. ;) :p


You talking about changing .asc ani with combo?
I asking how to make 2 hits per on clicked Ctrl+up(attack) for explain:
I making dual swords MDS and for one part of combo 2 swords making damage.
I hope you understand part my "english" at least :D.
Well, first i understood it like: one attack (hitting once Ctrl+up) should lead to a combination of attacks, so that one attack leads to what former was ctrl+up, ctrt+left, crtl+up, and so on, seems that is not what you want.

Maybe it's more easy to add the damage from the 2nd sword to the first sword? (I'm posting only ideas, dunno if it works, sorry,... but iirc there once a modder said he got it working with dual-sword-fight, but i'm afraid he will not talk about it till the release of that mod.)

GothicFighter
29.08.2007, 09:56
Hello all!I have one question. As you all know,I have moded the textures,models, some scrips in Gothic. Now I've decided to modify the world. I've read some documentation about building a new world. I have built it a siple surface and a house. Now I have added the starting point in spacer and next I will add vobs and other. After I will finish the level and I will save it as a zen, how can I see the wolrd? It will apear in the current surface or I have to make a .mod? I have made mods but only texturing or other where you didn't needed to make an exe. Now this is my problem. I don't know how to create an exe. Let's say that I know how to create the ini file. Next what should I do?
Thank you!

orcwarriorPL
29.08.2007, 13:26
Maybe it's more easy to add the damage from the 2nd sword to the first sword? (I'm posting only ideas, dunno if it works, sorry,... but iirc there once a modder said he got it working with dual-sword-fight, but i'm afraid he will not talk about it till the release of that mod.)
Ok, i have some idea, i add damage from 2nd sword at first sword special damage reaction, that maybe work, i add stumble animation too, that probable look like real :P.
BTW:
About progress of my duals, i finished most of scripts, i need only some animation, look:
1. http://i17.tinypic.com/4ubhrau.jpg
2. http://i16.tinypic.com/4oq4j8i.jpg

WernerTWC
30.08.2007, 20:40
Now I have added the starting point in spacer and next I will add vobs and other. After I will finish the level and I will save it as a zen, how can I see the wolrd?
Make a copy of the "GothicGame.ini", rename to yourmodname.ini, open it, search and change that line:
World=NewWorld\NewWorld.zen

Just enter there the name of your .zen, then you can start it with the gothic-starter.


I don't know how to create an exe. Let's say that I know how to create the ini file. Next what should I do?
Thank you!
Next would be to build the *.mod file with the vdfs-tool, but this is only for publishing.



About progress of my duals, i finished most of scripts, i need only some animation, look:
1. http://i17.tinypic.com/4ubhrau.jpg
2. http://i16.tinypic.com/4oq4j8i.jpg
Looks very promising, great work so far! :A

GothicFighter
31.08.2007, 07:59
OK.I have done the mod. it enters,loading verry fast and then i see the hero but there is no light!!!What I have done wrong??

Freddy
31.08.2007, 08:05
OK.I have done the mod. it enters,loading verry fast and then i see the hero but there is no light!!!What I have done wrong??
Put your Zen directly under \_work\data\worlds\ and alter the line:
World=MyWorld.zen

This should work.

GothicFighter
31.08.2007, 08:12
My zen is place in _work/data/worlds/work and it's name is mylevel.zen. Should this be the problem?

Freddy
31.08.2007, 08:15
My zen is place in _work/data/worlds/work and it's name is mylevel.zen. Should this be the problem?
Yes, if the entry at the ini is World=NewWorld\mylevel.zen Gothic 2 searches your world at \_work\data\worlds\NewWorld\

Alter the line as follows: World=mylevel.zen

If you see only your character in a black world, it means that the level couldn't be loaded.

GothicFighter
31.08.2007, 08:19
But I don't use this mod for Gothic II. It's for Gothic I. :dnuhr:
And also in Spacer I don't thing that I've could add light... The button apply to vob wasn't available to click.

Freddy
31.08.2007, 08:21
But I don't use this mod for Gothic II. It's for Gothic I. :dnuhr:
It works the same way. Just try it. If it doesn't work please post your ini.

GothicFighter
31.08.2007, 08:23
Ok. But I won't be able to post my ini right now:( (I think you know why)...
Edit:
Freddy,I owe you! It worked!!Thank you very much!!! Now I can make my own level:D
May I ask one more question?
Now I am working on (another) mod for Gothic I. It adds a shield and a helmet.

1.The Shield - The shield is finished. It has double funcions: Attack and Defend. The model is placed in _work/data/models/mw_sword. The script(is a sword script)is placed in melee_weapons.d. First I was planning that you could cary a sword in the right hand and the shield in the left hand, but I don't know how to do it!!! The game thinks that the shield is a sword, but it's ok this way too, imvho.

2.The helmet - This is the part with the problem. I have done the model and the script. The problem is that I don't know WHERE to place them. Please help me!!The script for the helmet is taken from wiki.worldof gothic.com. But something happened and the wiki.worldofgothic.com dissapeard!!!

WernerTWC
31.08.2007, 20:16
The script for the helmet is taken from wiki.worldof gothic.com. But something happened and the wiki.worldofgothic.com dissapeard!!!

Maybe it was temporary down, here it is:
http://wiki.worldofgothic.com/Tutorials/Creating+Helmets

GothicFighter
01.09.2007, 08:08
Doesn't matter. LAst night I've made it!!! Now after this weekend I will bring you the mod!!! Just imagine:
SHield +Helmet for Gothic 1. I have also the items list of gothic 3 and the names from gothic 3 will be in gothic 1.

Erik 256
25.02.2009, 12:40
Hello, I have 3D studio max 2009 but I don't know how to import and export the Gothic 2 files, I try to use this plugin (http://www.worldofgothic.com/dl/?go=dlfile&fileid=79) but it don't work whit 2009 version of the program, there's a way to use this program to edit Gothic's files?

Thanks for your help.

WernerTWC
25.02.2009, 21:03
Hello, I have 3D studio max 2009 but I don't know how to import and export the Gothic 2 files, I try to use this plugin (http://www.worldofgothic.com/dl/?go=dlfile&fileid=79) but it don't work whit 2009 version of the program, there's a way to use this program to edit Gothic's files?

Thanks for your help.

§welcome to the forum!

Try it with this one and let me know if it works with your version of 3ds max:
http://www.worldofgothic.de/dl/index.php?go=downloads&release_id=308

Niborius
26.02.2009, 16:35
Hmm nice topic but i just installed the mod kit but it said something about an original copy and after that i got an german message saying (i think?) that the installation got cancelled. (AFTER 30 MIN!!)

WernerTWC
26.02.2009, 21:33
Hmm nice topic but i just installed the mod kit but it said something about an original copy and after that i got an german message saying (i think?) that the installation got cancelled. (AFTER 30 MIN!!)

That solution is for a different problem, but could also help, try:
http://forum.worldofplayers.de/forum/showthread.php?p=3064197&#post3064197

sdk1991
12.01.2011, 21:58
Hi im new here and i have question.I want to place a hut outside of the old camp for me in G1.How can i do that?Links are not working at the first page