Basic Modding with Playable Examples

This is a discussion on Basic Modding with Playable Examples within the S.T.A.L.K.E.R. SoC Modding, Mapping and Editing forums, part of the S.T.A.L.K.E.R. Shadow of Chernobyl category; Originally Posted by niphty Well, here's a Q's for you.. when you imported the JPEG into PSP11, did it have ...

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  #61  
Old April 12th, 2007
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Default Re: Basic Modding with Playable Examples

Quote:
Originally Posted by niphty View Post
Well, here's a Q's for you.. when you imported the JPEG into PSP11, did it have a transparent background,

What I mean by transparent background is that it shows a black & white checkerboard grid behind the items, which look like cut-outs.
Yes it did.
Quote:
Originally Posted by niphty View Post
Also, PSP11 automatically promotes the selection to a layer. You can see this after you choose the pick tool, and try to resize the gun. If you look in the Layers section of the UI, you can see it now has a 'Promoted Selection' Layer. They've just cut out a lot of the messaging for you. It should still gave the warning on save about merging the image down.
It gives no warning now.

And, Yes, right clicking on that side gives me a number of options:

New Raster Layer
New Vector Layer
New Art Media Layer
New Layer Group
New Mask Layer
New Adjustment Layer

Merge

Promote Background to Layer
Promote Selection to Layere

Defloat


to name a few.
What is it that I need to do here before I proceed?
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Last edited by Faiakes; April 12th, 2007 at 10:10 AM..
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  #62  
Old April 15th, 2007
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Default Re: Basic Modding with Playable Examples

How do you change the damage on your custom weapons??
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  #63  
Old April 16th, 2007
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Default Re: Basic Modding with Playable Examples

just change the hit_power line niphty's got his gauss as
hit_power = 10.10, 10.10, 10.10, 16.60
which, may be a bit of overkill......
i have mine as 0.80, 0.82, 0.84, 0.90
which for me does more than enough
(especially when shooting buckshot ammo with the same velocity as normal gauss rifle)
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  #64  
Old April 16th, 2007
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Default Re: Basic Modding with Playable Examples

Note that you don't need to have four different values. I think they each correspond to a different position your character is in (standing, crouching, low crouch, and one other), but you can enter a single value for "hit_power" and the game will use just that one number for damage.

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  #65  
Old April 16th, 2007
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Default Re: Basic Modding with Playable Examples

Do you know where I can find these itx. files? 'Cause I can't seem to find the itx for a GP 37 anywhere.

A full step by step would be nice.
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  #66  
Old April 16th, 2007
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Default Re: Basic Modding with Playable Examples

Um, yeah. I figured out you have to download something, but where can I find the unique_weapons.ltx? And some stuff in there is confusing. Where exactly do I put the text?

Sorry, but I'm a n00b at this.
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  #67  
Old April 16th, 2007
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Default Re: Basic Modding with Playable Examples

Okay, now I am simply confused. (Sry for third post)

Is there someway you can modify your existing guide, or make a new one, because I just can't follow your directions on this. You specify the files, but now WHERE to put them.

And for the weapons, the locations of each would be nice.

And sry again, I'm a n00b.
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  #68  
Old April 16th, 2007
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Default Re: Basic Modding with Playable Examples

Okay, now I am simply confused. (Sry for third post)

Is there someway you can modify your existing guide, or make a new one, because I just can't follow your directions on this. You specify the files, but now WHERE to put them.

And for the weapons, the locations of each would be nice.

And sry again, I'm a n00b.
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  #69  
Old April 16th, 2007
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Default Re: Basic Modding with Playable Examples

Okay, now I am simply confused. (Sry for third post)

Is there someway you can modify your existing guide, or make a new one, because I just can't follow your directions on this. You specify the files, but now WHERE to put them.

And for the weapons, the locations of each would be nice.

And sry again, I'm a n00b.
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  #70  
Old April 16th, 2007
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Default Scope Zoom Factor - I figured it out!

Quote:
Originally Posted by niphty View Post
scope_zoom_factor - How much your scope moves in and out. I'm not -totally- sure how this number works, it seems like lower is better just by thumbing through the config files, just haven't tested it yet.
The magic number is 60 (degrees, I presume). Meaning, your FOV (Field Of View) is by default 60 degrees. Assuming you haven't found a way to adjust the "natural" FOV (unscoped), 60 is the number you need to work with.

So, if you want a scope that zooms in 5x, you do 60/5 = 12, and you put 12 here. A 10x scope would mean this number should be 6. The binoculars have a zoom factor of 8x, so the figure is (60/8) = 7.5

If you want to zoom OUT, you multiply instead of divide. 5x zoom out = 60 x 5 = 300.
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Last edited by FoxTwo; April 16th, 2007 at 07:46 PM.. Reason: Formatting hell....
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