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M1911

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  1. M1911

    Skinning help

    To make a custom head I like to just make a new head in the complex head section. Typically I just add it into the folder of the head that I wish to change so I can find it easily. You can change the skin for the head along with the glasses, gas mask, helmet etc. You may have to change the uniform settings if the uniform contains any head gear. I'm not aware of any programs around to export/import the textures. There is a build in feature in the editor but it doesn't work. There was a post brought up on the offical forums so hopefully they are looking into it. They used Maya and there is a tools folder with some Maya scripts in it. If I remeber correctly that hood is part of that particular model. You can change the base values with the editor.
  2. It should be pretty soon now that I think I've figured out the critical bug. I just ran a mission and tested it out. I took the head criticals and changed 7 of the 8 to death with the last one being a graze that stuns the person for 2-6 round. I changed the toros criticals also. Ill have to go back and look but I think I left 3 of the 9 criticals to death and the remainder to bleeding. Bleeding ranges are from 5-15 points per turn so you can bleed to death in a hurry if you dont get some medical attention. Add in multiple shots to the torso causing multiple bleed injuries and it gets ugly fast. This also tends to speed up game play. I spruced up the base values so everyone should have a throwing ability of 30. This allows non-grenadier types to actually throw a grenade just not always get it to land in the targeted spot. The boost tends to make the grenadier class throw more accurately if Im not mistaken. In the mission I've watched 2 enemy grenades thrown and both of them caused death. Im not sure if this was just luck. Ill have to test it on my poor team mates to see :twisted: Let me know where to send the mod. Im currently trying to make the default hero skins look alittle better but I'd be more then willing to post what I have done so far.
  3. M1911

    I need a favor

    Could someone please test what I have found to confirm that its not something I did with a mod? Heres the deal. Enable always critical mod that came with the game and start a new allied game. I usually choose sniper as they have a better chance to hit and what I want to test it criticals. Ok enable the console and after a sucessful shot you should see a damage listing and the type of critical in yellow letters. If this works for you then save the game. Shoot another time and check for a critical. If you get one load the game you just saved. Now check to see if you still get criticals. For me as long as I dont load a save game the always critical works fine. I can even get it to work on saved games if I reapply the mod with the Save Game Mod Tool. It also seem to work if you just restart the level without loading. I'd like to point this out on the offical boards but I'd also like to have a couple other people verify that it isnt something that I did. Thanks
  4. If the face and helmet thing bothers you, you could change them with the editor. If you look at the premade complex heads, most of them dont seem to have the weird eye problem. You could simply have the head that goes with the default hero selections point to a face you like. On top of that you could change the uniform, outfit, helmet etc. I dont know if you've seen the screenshot link I put up in the modding forum but theres a picture of the female Russian sniper who I changed the head, hair, uniform outfit, and helmet. It takes a little time to get the hang of it but its really not all the difficult. Heres a link http://www.geocities.com/ssm1911a1/Mod.html
  5. If you start the editor click view then go down to select resource tabs. Click the Misc tab and check the difficulty box. On the left hand side of the window a difficulty tab should be there, click on it and you should three listings Easy, Hard and Normal. Confusing but Easy=normal, normal=hard and hard=impossible. If you think about it shouldnt be too hard or you could change them all. If you click on them on the right you will see a list of values. On the bottom of the list is Always Critical and Headshot should kill. I was trying to change the actual values for the criticals to make any headshot have a death value but this relies on Always Critical giving you critical damage on ever shot. So far It doesn't work that way if you watch the damage applied via the console. If we could find a way to force the critical probablity to 100% then you could force every shot to have a critical damage. I posted on the Nival forums to see if one of the designers might explain how criticals work.
  6. Currently as far as I know the Import/Export feature for textures that is built into the editor isn't functioning correctly. Untill they fix this or someone makes an outside one, making new textures isnt going to happen.
  7. I'm not sure if its a bug or something I did but when I use "Always Critical" selection and use it in game shots dont always inflict criticals. If you enable the console you can see the calculations for hitting a target followed by the damage. You can see the roll for critical probability and the check made against it. Its very obvious that its not always critical. Just to make sure It wasn't something I modded I checked the orginal game database and made sure the criticals and the difficulty setting where still the same. Then I made a mod with always critical on and tested it out. It still depended on beating the roll rather then having the damage always cause a critical. Maybe Ill post on the offical boards and see if I can get any info on this.
  8. Sure go ahead. I can't seem to get the criticals to work like I would like them too. I can explain how to get the glove textures to show up in game if you need me to. Another thing I changed was the crouching sniper position for the Allied snipers to the same as the Axis snipers. I can't stand to see a sniper doing sharp shooting from some weird unsupported seated position. that and in some buildings my snipers legs were clipping through the bottom of the window.
  9. Orginally I simply changed the other listings to be a death critical. I did do some tests and my percentage is off. I was orginally going with the assumption that the critical was chosen randomly from the list. I changed the first four entries for the leg criticals all to the same type of bleed condition and the last four to AP reduction. After shooting team mates legs and only getting bleeding, Im pretty sure that as your skill level increases you gain access to the higher criticals. I can't seem to find a pattern. Changing the first four damage types caused one critical type to always occur. After studying how the criticals work Im thinking of changing them back to the default for the torso but leaving the death condition for the head criticals.
  10. While only the programmers can tell us for sure Ill tell you what I based my assumptions on. Look at the torso criticals, in particular the three bleeding examples. The first has: QueueIndex=2 Range=45 Value=5 (VP's bled per turn if I'm not mistaken) The second has: QueueIndex=4 Range=30 Value=10 The third has: QueueIndex=8 Range=15 Value=15 So based on this the index goes up with a higher bleeding rate. The range goes down with an increase in wound severity. Look at any body part's list of criticals and you will notice the range always goes down as the wound level increases. The exceptions being Stun and Death with a range of 999. Seeing how the index of each part is 0-8 without duplication it would make sense if this was used to identify the most severe wound. The index on the other hand show duplicate listings in every critical list. I don't feel this is a hard number to beat with a roll, I do think its applied to some equation to determine the difficulty or the length of the heal. When I changed the values for the criticals in the head and chest area I simply used the existing values as a guide. This is all just guess work on my part so I'm probably wrong, but hey you asked
  11. I love the game but hate the Allies uniforms. So I'm working on changing them as best I can within the bounds of the game. Hopefully we will get the ability to extract and add textures soon. Untill then I'm working with what is in the game. I'd like feedback but please keep it contructive. If you don't think something looks right then please say why, not just because "I think it sucks." While some of the new scout uniforms might seem strange, I'll explain what I was thinking. I hear complaints at higher levels that a scout can pretty much walk past enemy troops and remain undetected. My theory is to give them German or civilian clothes and think of the hide ability as the scout being able to pass him or herself off as such. If you are spotted and revealed then I guess you said or did the wrong thing. The characters from the United States I changed to look more like a mercenary or covert agent I changed their bios to be memebers of the OSS (precursor to the CIA) and feel this better reflects what U.S. interests may have been doing in the European Theatre. Other changes include always having critical shots. Shots to the head will kill about 90% of the time, the other 10% (grazes) will cause some temporary AP loss. I changed the shots to the body to kill about 70% of the time and to cause bleeding the remaining 30%. I left the leg and arm damage the same. I personally enjoy this more as even in the first Allied mission I caught myself holding my breath when the German officer opened up on my guy with his revolver. Yes, he has shot me in the head and killed me several times. It really changes the game for me in the fact that I'm always thinking about shooting from cover where before I would blaze away in the open and shrug off his pistol shots. This is still a work in progress and I'll send it in as soon as I finish up a few more of the characters. http://www.geocities.com/ssm1911a1/Mod.html
  12. I tried it using just the editor. I cant seem to find the link between the GUI buttons and the actual perks.
  13. Hmm, looks like its tricker then I thought. All that actually did was move the location of the perk and for some reason the old slot is now empty. After trying to use perks outside of the ones normally in the perk tree I can't get them to work. =
  14. Ok I think I figured out how to do this. You need to check the Interface box to bring up that tab. Then open "Interface V5.0" folder then "Perks Panel." This will actually bring up the template for the perks. It looks like you can change the button layout and such. Choose the template you want and then click on the button you wish to change. On the right you get the properties/values panel the box you want is "ID." This will bring up an enter text type window instead of selecting from a list. This is were you type the name of the perk you want to change it to. The example I did was with the solider panel. I click on the "0 AP for look" button then opened the text box and right click copied the text. I then went to the first button on the left (I can't remember what it was before, the one above the smg special) opened the text window and then pasted the "0AP for look" into that box. Im going to say you will more then likely need to type the name EXACTLY how it appears in the Perks tab or just find the class that has the skill you want and do the copy paste thing. I fired up the game and used the changed perk and it appears to be working fine. Looking around in combat mode doesn't cost me anything. I hope this helps. Let me know if you need anything explained clearer.
  15. Shadow21 is 100% correct. I tried just hitting the delete to remove the items and that didnt work. If you put zero as the quantity they are gone. I'm going to take a guess and say that the database can't update if there isn't any info to update from. Thanks Shadow
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