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viruz

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  1. slaughter: Well you are doing a great job .. lots of useful posts keep it up yes i did some modding but just graphic .. no script .. brought in a seburo gun and som interface mods. refering back to my previous post, if there are edits you need to to in the database you would probably want to use access and create a form .. its easier than raw edit in row mode.... something i found when browsing the database is that they probably had (have) some code dealing with research and vehicles (travel at least) anyone of you scripters looked into that ? /P
  2. Hi, I havent tried the new NPC's yet but i found out while adding new weapon geometry that not all properties are exposed in the editor.... i had to manually enter values in the database to get my weapons to behave properly. Perhaps there are some values that you need to edit or some reference that you need to enter manually? Best of luck! /P hey slaughter didnt i see you active back in the days with UFO modding?? or is the avatar icon popular:)
  3. Hi! Ive been fiddling around with importing new objects into SS and it works pretty well. I would now like to be able to export the geometries already in the res-file to take a look at how nival did some things, skeletons for cars to name one... has anyone here tried it? Ive used the res extractor tool found here (thanks btw ) to extract the geometries res-file but the are not in a format directly supported by maya.. . any help would be greatly appreciated! Best luck with your moddings !! /P
  4. viruz

    Distribution Of Mods

    Thanks for your input Martin, it kind of solves the problem 'best case style' Two mods at once might be trickier though .. but i still think the best solution might be a tool that combines the mod.vfs's you want to use. some checking on the common files should be done to check that they dont collide... you could store all mod.vfs's in one directory and creating a new merged one would still keep the original ones.... exellent the tool could even indicate wich ones are compatible or not ... if we could compile zlib or equiv. into the exe we could even use zip as storage format .. containing a description txt and a thumbnail ...hmmm might be carried away a bit now but remember 'best case' /virus <-- eagerly awaiting the 3d tools and documentation
  5. viruz

    Distribution Of Mods

    Does anyone here have any contact with the altair team .. we can just run it by them and if they say right away that this is not implementable then we move on . also they can tell us of their own thinking on how to streamline the modding .. they are in a uniqe position to know whats possible and not. /P
  6. viruz

    Modding Ammo.

    Does anyone know if it is possible to use the turrets as they are today but once deployed they stay that way until character gets a move order. And to manually deploy them by using the crouch command...? /viruz
  7. viruz

    Distribution Of Mods

    I maybe got it wrong but fnurgs way _replaces_ files in the original vfs .. this is not ideal .. best would be if the mods could reside in thier own vfs altogether, and be activated with a switch... to make two mods work together just unpack them to the same directory and then back to an uber mod vfs /virus
  8. viruz

    Modder Index!

    Hmm .. that would be graphics for my part 2d (photoshop) and 3d (maya/max). programming perl ... but i dont really see any use for that here /viruz
  9. viruz

    Distribution Of Mods

    Best case as i see it: If possible get altair onboard with this and do the following. a switch when calling the ufo prog holds a relative path (to ufo directory) in that directory is a "mymod.vfs". wherever the content of the mymod.vfs masks the gamedata.vfs the mymod.vfs is used.... If this is at all possible this would make it a breeze to just compile your mod into a single vfs for portability and have a lot of them in different dir.. and a small tool that just checks the mod dir for vfs's...displayes them and then calls ufo exe with the switch ... if this is not poosible some more thought will have to go into it ... but its never wrong to _start_ from a best case scenario .... /viruz
  10. Hi, seems to me most of the 2d images (equipment etc) is 32 bit TGA at least the ones i have run into. I had some trouble opening them in photoshop 7 but in the 8 it works ok.. i think the ver 7 first read in the rgb channels and then subtracted the alpha ... QUICK guide: load the tga you want to mod and save it as psd for reference.... go into channels tab in layer window, then CTRL click the Alpha 1 layer, youll get a marque around the white alpha. Go back to layers tab, make sure background layer is selected and hit CTRL+C (copy) and then CTRL+v (paste). You now have 2 layers, background and Layer 1. Now remove the background layer (drag it to trash). create new layer(s) and start pasting, drawing or whatever until happy... now CTRL+SHIFT clic each layer (this creates a marque around everything in the pic that is painted), go to channelstab again and delete Alpha 1 (drag it to trash) click on the little arrow on top right of layer window choose new channel. leave the defaults as is (masked areas, and 50%) click ok. now go to edit->Fill select white (remember everything Black is not going to show in UFO) in dropdown box and press ok.. you now have a new alpha channel for yor image. select File->Save as in the type dropdown select TARGA (tga) option ..alpha channels should be live and ticked. give yourself a pat on the back and your done ! /thanks sigget for the vfs tools!!!
  11. 1. ability to expand the vfs file . and substitute graphics with custom ones. primarily for interface and weapons imgs / faces etc. 2. making completely new 3d models ...pls pls pls with maya learning edition and a description of scale, lightmaps etc .. 3. a tool for creating custom recruits.. face, voice, model, name, iventory img ..the lot 4 tool /description of how to mod weapon stats 5. creating new missions.. 6 editing the reasearch tree ..ie adding items and prerecuisites.. best regards /Viruz
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