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Apprentice
Monster variants.
I want to create some new creatures, but can't find any information on how to do it
Overall, I want it to look like this.
Wolf - Texture A
Injured Wolf - Texture B
Strong Wolf - Texture C.
E.t.c.
Would someone be helpful and send a link to a guide or video describing what I have to do to create such variants?
It's mostly about Gothic 2.
I am a newbie.
I should probably write in German, but I don't know German.
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08.10.2020 17:06
#2
You can change this with the texture Name: here a example
Code:
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
//WOL_BODY_V0-C
Mdl_SetVisualBody (self, "Wol_Body", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT, -1);
//WOL_BODY_V1-C
Mdl_SetVisualBody (self, "Wol_Body", 1, DEFAULT, "", DEFAULT, DEFAULT, -1);
//WOL_BODY_V7-C
Mdl_SetVisualBody (self, "Wol_Body", 7, DEFAULT, "", DEFAULT, DEFAULT, -1);
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Apprentice
That tells me very little, is this a script?
A friend of mine told me that I should make a brand new monster for each variant.
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08.10.2020 18:23
#4
Zitat von Serbernus
That tells me very little, is this a script?
A friend of mine told me that I should make a brand new monster for each variant.
Do you have the modkit? you can find the monster script in
G2: _work\data\Scripts\Content\Story\NPC\Monster
G1: _work\data\Scripts\content\AI\Monster
You need a new monster instance.
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Apprentice
Oh yeah, that what I probably miss. I gonna check it later when I back to home.
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Apprentice
Okay I creating new instance, but if I want test it in game I cant summon my new instance. I need compile or something like that?
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08.10.2020 19:28
#7
Zitat von Serbernus
Okay I creating new instance, but if I want test it in game I cant summon my new instance. I need compile or something like that?
You need to parse the scripts. Start with the GothicStarter_Mod
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Apprentice
Work great, thanks. Can you also explain me how I can now add this to VDF? I know how to build VDF, but VDFbuilder reparse scripts for me?
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All (most...) scripts are compiled into the Gothic.dat in Scripts/_Compiled/Gothic.dat - just add that into the VDF.
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Apprentice
Ok I think still something is wrong, Bloodfly still have default texture, even when I edited everything as you said.
It should use Blo_Body_V2, right?
Code:
func void B_SetVisuals_Wasp()
{
Mdl_SetVisual (self, "Bloodfly.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "Blo_Body", 2, DEFAULT, "", DEFAULT, DEFAULT, -1);
};
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08.10.2020 21:12
#11
Zitat von Serbernus
Ok I think still something is wrong, Bloodfly still have default texture, even when I edited everything as you said.
It should use Blo_Body_V2, right?
Code:
func void B_SetVisuals_Wasp()
{
Mdl_SetVisual (self, "Bloodfly.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "Blo_Body", 2, DEFAULT, "", DEFAULT, DEFAULT, -1);
};
Do you have changed this?
Code:
INSTANCE Bloodfly (Mst_Default_Bloodfly)
{
B_SetVisuals_Bloodfly();
Npc_SetToFistMode(self);
};
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Apprentice
Like this.
Code:
INSTANCE Wasp (Mst_Default_Wasp){
B_SetVisuals_Bloodfly();
Npc_SetToFistMode(self);
};
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Apprentice
Zitat von Serbernus
Like this.
Code:
INSTANCE Wasp (Mst_Default_Wasp){
B_SetVisuals_Bloodfly();
Npc_SetToFistMode(self);
};
Edit : Okay... Its work, but not how I expected, what I need change to make it use wasp texture, instead of blo_body?
https://i.imgur.com/1wtZDPj.png/
Edit2 : Sorry for multiple messages. :x
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