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Modding 101

Last post 07-17-2007, 20:37 by tigereyes. 9 replies.
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  •  07-17-2007, 16:42 2718751

    Modding 101

    Welcome to Lionhead Community forums for The Movies and The Movies: Stunts and Effects. Please read The Rules and all stickies before posting.
     
                          Modding 101
     
    Modding is the effort of modifying content of your game to produce new content, or importing new content into your game to produce new content. Things like costumes, set retextures, created props, make-up, these are all examples of mods. Editing your content is very simple and will be explained in various tutorials below. Firstly, there are a few things you need to know about modding, like the content that can be modded.
     
    What You Can Mod
    • Props
    • Sets
    • Costumes
    • Scenes
    Modding Vocabulary Words
    • Mod: 1) any piece of content created through the art of modding for use in The Movies or The Movies: Stunts and Effects. 2) any user with a moderator badge who aides in helping the community and enforcing rules, always PM these users for help with problems or questions
    • Modder: Any user who creates a mod or executes the practice of modding
    • Modding: The act of editing game content or importing content to produce new content in the game
    • Hexing: Using a Hex Editor to make a set seperate so that it does not overight in-game files when installed by a user.
    • Hex Editor: A utility that executes the practice of hexing
    • Re-Texture: Any modded game content that has a different texture file attached, usually altering its outward appearence.
    • Props: Any game content that can appear as a Set Dressing and whose msh file begins with "p_"
    • Sets: Any game content that appears as a "set" in game where your actors are placed on and whose msh file begins with "set_"
    • Costumes: Any game content that appears as a costume for an actor and whose msh file begins with "cos_"
    • Scenes: Any actions performed by an actor on a set that can be filmed in Advanced Movie Maker
    • Msh: A type of file included in the details of game content that includes texture information.
    With the correct tutorials, you can learn to mod. As always, changing the original game can has risks. Back-ups of original game files is advised! If you mod content, you mod at your own risk. Lionhead Studios and Activision are not responsible for problems caused by modifying game files, or downloaded mods. However, with proper education modding is not too dangerous or tricky. Below are a list of modding tutorials. To download most applications featured and/or mentioned in the tutorials, you will need to register at Directors Cut Modding Foundry.
     
    Modding Tutorials
     
    *Refer to "Modding Vocabulary Words" above
     

    Lineage II | Civilization 4: Beyond the Sword | Halo 3
  •  07-17-2007, 16:43 2718758 in reply to 2718751

    Modding 101 (BETA THREAD, IGNORE)

                   How to Download/Install Content
    Author: TigerEyes
    Required Tools: WinRar
     
    This is a tutorial that should teach you how to install the mods you download from the Director's Cut Modding Foundry and can be translated to any fansite, keep in mind other fansites may follow a different format but the important part is to understand the concept. Once you understand the basics you can apply the foundation to any website's downloads.
     
    Ultimatley you're extracting the "data" folder to "The Movies" folder. So, you're extracting the "data" folder that you see when you download content to your "The Movies" folder to overight the "data" folder within that folder.
     
    First, click the "download" part of the upper menu, click "TigerEyes's Mods" and then you'll come up on this page.
     
     
    Click the name of the set, I chose my favorite set up there :) , and a window will pop up if you have a RAR Extractor installed. The window should look like the window shown below.
     
     
    Simply click "Open" [NOT Save] and it will take a few moments to download the files. Then another window will pop up on the screen.
     
     
    This is telling you what you want to do with the downloaded files, so, click the "extract" option. Now it will bring a filepath selection window.
     
     
    First, select the (C: ) drive. You do this by clicking the small "+" icon next to the name of the folder. So, click that plus and it will drop down a few option. Click the "+" next to "Program Files"
     
    And then the "+" next to "Lionhead Studios LTD"
     
     
    Now left click "The Movies" folder.
     
     
    Your screen should look like the screen above, if you've left clicked The Movies folder then click "Ok" and it will extract your files to the folder, thus installing the mod. If it prompts you to overight things, then choose which to click. Some mods will overwrite original game files, I advise you back up all your files before installing mods or overwriting files! But, if you click "No" then some mods may not install properly. After you have gotten past the prompt [usually there isn't one] then the set is installed in your game, go try it out. If you want to understand more about mod installation, read this. Installing a set, prop, costume, or any mod follows the same basic format.

    Lineage II | Civilization 4: Beyond the Sword | Halo 3
  •  07-17-2007, 16:44 2718761 in reply to 2718751

    Re: Modding 101 (BETA THREAD, IGNORE)

                       How to Extract In-Game Files

    Author: E v i l [Evil]guy12
    Required Tools: Reshoot

    Step 1

     
    Click on start then click on "Run"

     
    Type in "cmd" then press ok or enter.
    You should recieve a screen like this...
     
    with the newer versions you can go into Start>Programs>Reshoot> and click on reshoot.

    Step 2

    Now we shall find the costume we wish to extract.
    Unlike MED you have type out commands for reshoot.
    To find what functions reshoot can perform type in...

    Code:
    C:\Documents and Settings\Username>reshoot -h

    You should be greeted with this:
     
    This is a big help this first time you do it but as you get better you remember it.
    In this tutorial I am going to retexture a chicken. So I would type in...


    Code:
    C:\Documents and Settings\Username>reshoot -f chicken

    reshoot -f: Is the finding option. It will show all the costumes. sets, props and scenes in The Movies game with the word "Chicken" in.
    If you are more advanced at this then you might just to type in...

    Code:
    C:\Documents and Settings\Username>reshoot -l chicken


    reshoot -l: This will list the all the files with chicken in the name (such as ini files, meshes and textures).
    Ok...you should now have right in front of your nose...this (reshoot -f)
     
    or this (reshoot -l)

     
    Now on the next step...let's extract the costumes!

    Step 3

    Before extracting take this into account: G is Male or Male and Female M is male and F is female.
    So: G_CHICKEN.cos is Male (could be bother genders but not sure).
    And: F_CHICKEN.cos is Female
    For reshoot -f

    Type in the following code...

    Code:
    C:\Documents and Settings\Username>reshoot -r -e -d C:\TMExtract G_CHICKEN.cos

    reshoot -r: Extract Related
    reshoot -e: extract
    reshoot -d: Directory
    The Directory in this tutorial is: C:\TMExtract. You can type in another directory but for this tutorial we'd better stick with that file path.
    Ok. Then it will list all the files it's extracted.
    Yipee! You've extracted you're first costume texture!
    See below for a different way...
    Reshoot -l
    The easier way if you want to extract a single file without having the whole costume.
     
    The texture files are the ones with .dds on the end of them. Another advantage of listing files is that you can select what texture you want instead of having the first retexture of costume e.g. The G_CHICKEN.cos only comes with the yellow chicken head and body.
    Very similar to extracting the whole thing:

    Code:
    C:\Documents and Settings\Username>reshoot -r -e -d chicken_head_x0_v00.dds

    and
    Code:
    C:\Documents and Settings\Username>reshoot -r -e -d chicken_body_x0_v00.dds

    You could also get the purple chicken body and head (v02) and the red chicken's (v01) too (add those numbers on the end of .dds file instead of v00).
    Yet again...we have extracted yet another (part of a) costume in a different fashion
    !

    Step 4


    Now you can customize your costume!
    You will need this for this part.
    DDS Plug in for Photoshop

    This way you can load and save it. When saving save it as 32 bit. Edit the costume how you like! That's one thing you don't need to follow on this tutorial.
    Once you're finished you'll be shouting at me: "HOW THE HECK DO I PUT THIS IN THE GAME?!?!?!?"
    Have faith pupil


    Step 5

    Now the moment of truth...it's time to see if your costume will work.
    First of all. The number at the end has to be the next number in the costume sequence e.g. if the last number was 02 this one will be 03.
    Rename your costumes:
    chicken_head_x0_v03
    chicken_body_x0_v03
    Then copy them into this folder
    C:\Program Files\Lionhead Studios Ltd\Data\Textures
    (if Textures doesn't exsist make it then).
    Run the game....
    And there you (should) have it! Costumes in game!


    Lineage II | Civilization 4: Beyond the Sword | Halo 3
  •  07-17-2007, 16:45 2718762 in reply to 2718751

    Re: Modding 101 (BETA THREAD, IGNORE)

                          How to Re-Texture a Set
     
    Author: TigerEyes
    Required Tools: DDS Converter , MeshManip
     
    This tutorial will feature programs you agree to download at your own risk, and is not related to Lionhead Studios LTD. The first thing you need to do is download Reacher's Mesh Manipulator Now, open up the MeshManip.exe file you've created, and run our lovely Mesh Manipulator.
     
    Please read the Wiki for a general understanding of the program. This is a guide that should teach you how to texture the Bedroom Set. It is a step by step guide, but the program offers much more than my simple guide implies, and is still a constant work in progress. Please do not forget that, this tutorial offers a single route.
     
    Getting Your Stuff Together: Part I
     
    You need to follow the above directions. Once you have MeshManip running correctly you've gotten over the biggest hurdle. For the purpose of this tutorial, you'll also need Photoshop or MS Paint. If you don't have Photoshop, use the Photoshop Free Trial. Next, download the Portside Bedroom set.
     
    In MyDocuments create a file called "New Bedroom" and extract the contents of the Portside Bedroom into that folder. Go to your MshManip.exe and go to FILE->OPEN and open up your "New Bedroom" folder. Go into DATA->MESHES->SET_PORTSIDE_HOTELBEDROOM and it should look like the screen below:
     
     
    Open up the folder, and the screen should look like it does below:
     
     
    Now that you have the msh open in your editor, we'll jump into Part II
     
    Editing Textures: Part II (A)
     
    This is the Photoshop version. (A) You need Photoshop, and a DDS Plug-In for photoshop.
     
    Open up Adobe Photoshop. In photoshop, go to FILE->OPEN and open up the file in your MyDocuments folder, "New Bedroom". Wtihin that folder go to DATA->TEXTURES->FLOOR_QW03
     
     
    Open the file, and it should look something like the below:
     
     
    This is the floor texture, make it look however you want. I would suggest using texture libraries to get what you want. There are many open source texture galleries available on the Internet: http://mayang.com/textures/ http://www.imageafter.com/textures.php Or just google it...
     
    When the floor looks how you want, get ready to save it. For this tutorial, I've simply used the darkening tool to make this floor seem a bit darker, as shown below. Now, go to FILE->SAVE and save your texture in the same DATA->TEXTURES  folder, but name the file "Floor_te03" This is now the name of the texture for the floor of your new bedroom, save it as a .DDS file.
     
    This ends the texture part, repeat this process for every texture you want to change. For example, open up the wall's texture, edit the wall's texture, and then save it with a few letters different. I will help you trace the floor texture in this tutorial, but the same principles apply to any texture. At the end of this stage, make sure every piece of the set looks how you want, but remember you can always go back and change things. Set texturing is a constant experiment, and you are constantly changing things, be patient. Skip down to Pt. III.
     
    Editing Textures: Part II (B)
     
    This is the MS Paint version. You will need a DDS Converter to run through this tutorial.
     
    Install the DDS Converter, and run it. Go into your MyDocuments folder "New Bedroom" and open the DATA->TEXTURES->FLOOR_QW03 file in the DDS Converter. You need to make it look like below.
     
     
    Notice what the Output format is [jpeg] and that the folder is "MyDocuments/NewBedroom/Data/Textures". Then, when all settings look like that screen, click "Convert".
     
    Open up MS Paint. Go to FILE->OPEN and go into your MyDocuments folder "New Bedroom" and open the DATA->TEXTURES->FLOOR_QW03, however now it should be in jpeg format, and able to be opened by Paint. This is the floor texture, make it look however you want. I would suggest using texture libraries to get what you want. There are many open source texture galleries available on the Internet: http://mayang.com/textures/  http://www.imageafter.com/textures.php Or just google it...
     
    For the sake of the tutorial, I'm going to make it all Dark Red. Now, open up the save menu and save your file in the same textures folder, MyDocuments/NewBedroom/Data/Textures, but name the file "Floor_te03". This means that you have now created a new texture, by simply changing a few letters. Open up your DDS Converter now, and open the "Floor_te03" file you've just created. Set it to export the file in DDS format, to the MyDocuments/NewBedroom/Data/Textures. As it appears below:
     
     
    If all options are correct, click "Convert" and you'll create a new DDS Texture. This is now the name of the texture for the floor of your new bedroom, saved as a .DDS file. This ends the texture part, repeat this process for every texture you want to change. For example, open up the wall's texture, edit the wall's texture, and then save it a few letters different. I will help you trace the floor texture in this tutorial, but the same principles apply to any texture. At the end of this stage, make sure every piece of the set looks how you want, but remember you can always go back and change things. Set texturing is a constant experiment, and you are constantly changing things, be patient.
     
    Re-Assigning Textures: Part III
     
    Remember the MshManip.exe you still have running? Open it back up if its closed, and come back to this screen:
     
     
    The small plus symbols next to the words expand the options. Click the plus sign next to "set_portside_hotelbedroom". A lot of options pop down. Click the small plus sign next to "IMAGES" [first option] and more options will appear. However, these files should look familiar, because they are the names of the textures you have seen in the textures folder. 28th from the top, you'll see "Floor_qw03" Select this option, and then select the "EDIT->MODIFY" option from the top menu. New options appear on the right side of the window:
     
     
    Use the "INDEX" to scroll through textures until you have scrolled to texture #28, "Floor_qw03"
     
     
    This is the simple part of making your new set. Just re-name the little texture file "Floor_te03" and click "Update". This lets the mesh know the new name of the texture assigned to the floor. Now, the new texture you've made will be read instead of the original texture, thus you have "re-textured" the set.
     
    This process can be repeated for any of these processes, for example if you textured the wall and named it "wpll_rk10a" then simply select the original file name. Then EDIT->MODIFY and select the texture from the INDEX. You need to use the Index to scroll through textures. But, it is that simple. All you are doing is telling the mesh what files to read, so, you can do this process for every texture. You'll notice more textures included in the IMAGES pull down then you can edit, ignore them. Once you've renamed however many textures you want to alter, we will begin the saving process.
     
    Go to FILE->SAVEAS and, it should take you directly to the correct meshes folder. Name your set "set_new_hotelbedroom". You can name it whatever you want, as long as it has includes "set_" infront of it. That prefix MUST BE INCLUDED. Now you've created a new mesh, and this new mesh reads your new textures.
     
    Finishing and Packaging Your Set: Part IV
     
    Now, all these complicated set and texture editors can be put away. You've completed the hardest part of the tutorial.
     
    Go to MyDocuments/NewBedroom/Data and you will see a few folders we haven't touched yet:
     
     
    First, open up the cameras folder, this may not exist in every set, but does for this one. All you have to do is rename the file the same as your mesh. I would advise copying and pasting the name [not making a seperate file] to make it simple:
     
     
    Now, you should have a new file that is the camera file, named exactly the same as your msh file with ".cam" at the end. Go back to the data directory:
     
     
    Open up the Sets Folder. Much like we did before, simply rename this file the same name as your msh file.
     
     
    Now, double click the file. It should open up a text document. Within the folder, you'll see alot of things. Don't edit any of them! The only thing you have to wory about is the first line of code, it lets the .INI file know what msh is assigned to the set. So when you build the set on the lot, it knows what set msh to place. Now, we have to reassign it so that it reads our msh and not the old one.
     
    Before
     
     
    After
     
     
    Now you've reassigned the INI file to read yoru msh on the Studio Lot. Go back to the data directory:
     
     
    Open up MESHES->EXTRAINFO Much like we've done before, re name the file the same name as the msh. DO NOT OPEN THE FILE, just re name it the same as the msh.
     
     
    Now, you've completed your Set! We just need to package it up for installing it. But, this process can be repeated for any set. If you install your set, and want to change something go back thorugh this tutorial and edit the texture again. I guarentee, you will not get the texturing of an entire set right the first time, so be prepared to repeat the process over and over again. It is not easy to get the perfect set.
     
    Go back to MyDocuments/NewBedroom, so that the folder you are look at it DATA:
     
     
    Right click the folder, and scroll to "SENT TO COMPRESSED ZIP FOLDER"
     
     
    To really make this easy, I advise also downloading the RaR Tool, just as a side note. Now, you have a compressed ZIP that has your set inside, double click it and extract it to C:\Program Files\Lionhead Studios Ltd\The Movies and Install it like any other modification, to see a Modification Installation Guide, read this. Basically, you've created a mod like any other mod and should install it as such.
     
    Run the Game and your set will appear as a Bedroom retexture....
     
    Keep in mind, that after you install your set, you can edit the textures by simply repeating this tutorial. Using the MeshManip program, never overight an original game file, always make back-up copies of all content. Thank you to Reacher for his tools, and all of DCMF. I hope to see your mods soon, if you're looking for a site to upload them to, try 8eyedbaby

    Lineage II | Civilization 4: Beyond the Sword | Halo 3
  •  07-17-2007, 20:20 2719122 in reply to 2718751

    Re: Modding 101 (BETA THREAD, IGNORE)

                        How to Re-Texture a Prop
     
    Author: TigerEyes
    Required Tools: [url=http://dodownload.filefront.com/3829638//53695213827476f837c447b54153b6d428139747151bf6aa2be26a509ac8bb22eb371accdf3daf90]DDS Converter[/url] , MS Paint
     
    Texturing props is very easy once you have extracted the files [see above tutorial on extracting files] or, is available if you edit content others have created. In this tutorial, I will keep it very simply and guide you through texturing with the image editor MS Paint, it shoud come standard on your computer, and edit a piece of content already floating around the internet.
     
    First, download and install the DDS Converter. Next, download and install the 1930 Truck by JohanSturk.
     
    Now, run your DDS Converter. Go to C:\Program Files\Lionhead Studios Ltd\The Movies\Data\textures\props Find the file p_1930_pickup
     
     
     
     Set the Output Folder to My Documents. Set the Output Format to .bmp. Click Convert. Open up MS Paint. Go to File -> Open and open C:\Documents and Settings\Compaq_Owner\My Documents and then the file p_1930_pickup.
     
     
    Edit the file however you wish and then save it as the same file name. Open you DDS Converter again. Set the folder to C:\Documents and Settings\Compaq_Owner\My Documents and select p_1930_pickup.
     
     
     
    Set the Output Folder to C:\Program Files\Lionhead Studios Ltd\The Movies\Data\textures\props. Set the Output Format to .dds. Click Convert. Now, you've retextured your first prop. If you want to make seperate props, that requires Hexing. Read the tutorial on How to Hex a Prop for details.

    Lineage II | Civilization 4: Beyond the Sword | Halo 3
  •  07-17-2007, 20:21 2719124 in reply to 2718751

    Re: Modding 101 (BETA THREAD, IGNORE)

    How to Re-Texture a Costume

    Lineage II | Civilization 4: Beyond the Sword | Halo 3
  •  07-17-2007, 20:34 2719136 in reply to 2718751

    Re: Modding 101 (BETA THREAD, IGNORE)

                            How to Edit a Scene
     
    Author: TopperHarley
    Required Tools: MED , FLM Reader , Blender
     
    First let me say this tutorial might be a little difficult and it is very long, I tried to make it as short and easy as possible, but by bringing all informations in it grow up more and more. After opening a flm file it might look like a monster to you, believe it or not, it's always the same to me with each new flm I open.
     
    What programs do we need? MED to extract the files FLM Reader for building the new scene Blender (or a different program which can open msh files) this is not absolutly necessary but helpfull. We're starting with opening file 023_chair_seated.flm and click on the Actor ID 696, now we can see with what Number the scene is beginning, in our case it's the 697. For now we just follow the Next Item IDs to the end like in Picture 1
     
                                                              (Click To Enlarge)
     
    Now let's find out what all of this means, the Violett Box is the Actor walking onto the Set and sitting down on the Captains Chair. The Branch which goes to the Red Box decides in this case the mood of our Actor, for this example we just want to use the normal mood, more about this later. Only the Items in the Red Box are really in the scene, everything else is just a part of the game without any meaning for our scene. Branch 712 brings us to the Green Box, this Box seems to have just the sense to give the Director of the Movie some time to decide what to do next, which brings us to Branch 764 and to the Orange Box. The first Item is a -1, that's the end of the scene. Option two is back to Item 699, which means the Director is not happy with the scene yet and wants to reshoot it. Option three is 710, this let's our Actor get up from his Chair, -> 783 is Rotating the Actor ->715 let's walk our Actor down from the Set, 727 is a -1 again and means the scene is done.
     
    Now after we know what Items we need let's begin with the modification of the current scene. As already said we just want to use the normal mood in our scene, this means we don't need Branch 2343, so let's go to Item 787 and change the Next Item number to 3154. After we have done this, we now have some unused Action, SFX, Type 0 and Type 4 Items we can use for our modifications.
     
    Now it's time to decide what we want the Actor to do, in this example we just want to let the Actor sit on his Chair, getting up from it and walk a few steps forward. We're going to Item 700 which tells us the Actor is sitting on the Chair as usual in this scene, now we change the next Item Number to 790 and the ID 13 line (Links2Count) from 1 to 0, if we don't do this the scene will not show the Next Item in our scene. Go to 790 now ActionTE sit_stndrd_2_angry_sit.anm is not what we need here, let's go to the Text Elements Item and look what anm we want to use, sit2std_standard.anm (ID 22) sounds like the right one to get the Actor up from his chair, so let's use it, back to Item 790 and change the Value of the ActionTE to 22, click again on the 790 Item to see the change.
     
    Next we change the Next Item Number to 715. 715 was in the Orange Box and is still used, but because we need it for our modifications we can only say sorry to our Actor that he will not leave the Set as usual after he finished the scene :) Because the scene is ending after 715 linked to 727, all Items in the Green and Orange Box are no longer used in our scene, no panic, we don't need them. So our scene tree itself is complete, but not finished. Nevertheless we can already test it to see what we have done until now. Save the flm file as 023_new_scene.flm and put it into: your The Movies folder\Data\scene\interactions\023 Now we need the game to now that there is a new scene, export the 023_chair_seated.ini from the game and open it. The first line is the name with that the scene will appear in the game, name = scene_chairseated, we change this now to: name = new_scene Also we need to change the third line from: interaction = 023_chair_seated.flm to: interaction = 023_new_scene.flm Make sure your flm is really named like this, if the ini links to a flm which is not existing the game will crash. Name your ini file: 023_new_scene.ini and put it into: your The Movies folder\Data\scene\023
     
    Now let's start The Movies for our first test of the new scene. The Actor is sitting on the Captains Chair, getting up from it after a few seconds and whoops that's not what we wanted him to do, he is leaving the set durring the scene, so what we did wrong? Nothing, we just need to tell him where he has to walk to. Back to our MoPath 715, we now look a little more into this and what it is doing.
     
     
    We already know ID31 is the ActionTE and ID33 is the NextElement it's linking to, now let's take a look on the other things here. ID 4, 5 and 6 are having the same Set coordinates as ID 18, 19 and 20. ID 18, 19 and 20 tell us the coordinates the scene (MoPath) is starting at. ID 21, 22, 23 are giving us the first way point the Actor is moving to from the start point. ID 24, 25 and 26 are the second way point, the Actor is moving to it from way point one. ID 27, 28 and 29 are giving us the end point of the scene (MoPath) where the Actor is moving to from way point two. The Numbers of those IDs seem not to have any logical meaning if you see them first, but they have, take a look on Picture 3 to find out what they mean.
     
     
    Every Set has it's Middle Point, from this point the coordinates are moving in all directions like in Picture 3. All Sets have a different size which means the coordinates can be very different, it's helpfull if you have a program to open the msh file to take a look on the exact coordinates. As far as I have found out it seems 0,1 is about one foot of the Actor, this may help everyone who can't open the msh files.
     
     
    Picture 4 shows the Bridge 2 in Blender, you can clearly see the middle point of the set. This are the outside borders of the Set: Y=10,0 Y- = -10,0 X= 9,0 X- = -9,2 You can find them out by creating a cube and putting one of the vertics on the middle point, then move it to the boarder and look on the coordinates. So, currently our Actor is leaving the Set, now let's change it so that he will walk to the main view screen of our bridge. We keep our starting points and just modify the way points and the end point. For this Tutorial we will use very easy coordinates. ID: 21 = 2,0 ID: 22 = 0,5 ID: 24 = 3,0 ID: 25 = 0,7 ID: 27 = 4,0 ID: 28 = 0,0 Ok, let's test the scene again and see what we have done now.
     
    Well, yes now the Actor is walking to his new place on the Bridge, but he does not stop walking when he reached it. Now we need to modify ID 30, the Duration of the MoPath. If we have a program to look into the msh file we can now get the necessary info from there, if not we will need a little math for it. Currently the durration is 5,523201 but this are not seconds, it's the way the Actor walks, so we need to find out how long our new way is.
     
    I will show up both ways we can use for this. In Blender we just add a plane to the msh file, we delete 2 of it's vertics and put the two remaining on the start and on the end point according to our new coordinates, now we subdivide them (w key) and move the new vertic to way point one, now we subdivide the new vertic and the end point again and place the now new vertic on way point two. Now we choose our Start Vertic and move it to our way point one, the coordinates in the () show us how much it is, in our case 1,8111, now the same with way point one to way point two= 1,0198 and also with way point two to our end point = 1,2207 We also need to know the direct distance from our Start point to our End point, in our case this is = 3,3895 Now we need a little math here too :) 1,8111 + 1,0198 + 1,2207 = 4,0516 4,0516 is our new Duration for now. Before we continue, here is the second way for everyone without Blender, no panic it's only looking difficult
     
    For the X Coordinates (ID 21) 2 - (ID 1Glasses [8)] 0,6814888 = 1,3185112 (A) (ID 24) 3 - (ID 21) 2 = 1 (B) (ID 27) 4 - (ID 24) 3 = 1 (C) (ID 1Glasses [8)] 0,6814888 - (ID 27) 4 = 3,3185112 (G) <-(Reason for no - in the result see the explanation on the Y Coordinates) For the Y Coordinates (ID 22) 0,5 - (ID 19) -0,7423667 = 1,2423667 (D) <- Some now may say that's wrong, no it's right. We are subtracting +0,5 to -0,7423667, so this means we have the way from 0,5 to 0 and from 0 to -0,7423667. So you can in this case instead of - use a + and the result will match. (ID 25) 0,7 - (ID 22) 0,5 = 0,2 (E) (ID 2Glasses [8)] 0 - (ID 2) 0,7 = 0,7 (F) <- This is another example on how wrong math can be on coordinates, 0 - 0,7 is -0,7 but in our case the way is 0,7, so the result is 0,7 without - (ID 19) -0,7423667 - (ID 2Glasses [8)] 0 = 0,7423667 (H) <- (Same reason as already shown on (D and F))
     
    Ok second part of math 1,3185112 (A) x 1,3185112 (A) + 1,2423667 (D) x 1,2423667 (D) = 3,281946802 Now we need to get the square root = 1,811614410 1 (B) x 1 (B) + 0,2 (E) x 0,2 (E) = 1,04 -> square root = 1,019803903 1 (C) x 1 (C) + 0,7 (F) x 0,7 (F) = 1,49 -> square root = 1,220655562 1,811614410 + 1,019803903 + 1,220655562 = 4,052073875 3,3185112 (G) x 3,3185112 (G) + 0,7423667 (H) x 0,7423667 (H) = 11,5636249 -> square root = 3,400533031 So if we use math our new Duration is 4,052073875
     
    Unfortunately the durations we now have do not match, we need to do a little more math, I use the Blender durations to explain how this works. Our Duration there was 4,0516 and the way from Start to End point was 3,3895 Here is how we get the right Duration: 4,0516 - 3,3895 = 0,6621 : 2 = 0,33105 + 3,3895 = 3,72055 3,72055 is the final duration for our scene. So here is a little explanation what everything of this math way means. 4,0516 is of course our duration, 3,3895 as already said the distance from start to end, 0,6621 is their difference
     
    We then have to divide it through 2 to get the half which is 0,33105, the next 3,3859 is again the distance between start and end point (you could also use the original duration 4,0516 - 0,33105 the result is the same) Now after we have the right Duration for our scene there are still two things that don't work how we want them to work, the Actor is getting up from his Chair and without any movement he is turned 90° to the left, so we need to change something.
     
    Let's bring in another Action, go to Item 790 and change the Next Item Number to 769. Also we change the Next Item Number of 769 to 715, so our Scene tree is closed again. Now we have to find a animation to turn our actor 90° to the left, so let's go to the Text Elements ID 31 seems to be the right one for us, so back to 769, we change the ActionTE Value to 31 and test our scene again. Much better, now our Actor is first sitting on the Captains Chair, then getting up, turning 90° to the left, and walking to the left side of the viewscreen. Now the second thing, it's not the ideal end for a scene to have someone just walk to the viewscreen and end there so let's add two more actions.
     
    We go to the MoPath 715 and change the Next Item Number to 770, because we want to add two actions we keep the 771 as Next Item of 770, but we change the Next Item of 771 to 727 (formaly the Next Item of 715) Let's begin with 770, we want to turn our Actor around, let's say 180°, as we can see in the TextElements there is no animation in this flm to do what we want, so let's choose a animation we don't need, let's use ID 32 sit_stndrd_2_angry_sit.anm double click on it and search for turn_180_stand_pos.anm then click ok and back to Item 770 where we change the ActionTE Value to 32. That's not all we have to do here, because the animation is now played on a different position than the old one, we need to change the X Y Z coordinates here, we get them from our MoPath 715 (The End Points) So in Item 770 ID 4 will be: 4, ID 5 will be:0 and ID 6 will be: 0 Let's test our scene again. Ok it's working with the turn around now, but then the Actor is suddenly sitting on the Captains Chair again, that's Item 771 which was already added to our scene but not modified yet, we will do it now.
     
    Let's go to Item 771 and change the ID 4, 5 and 6 Coordinates to the same as on Item 770. Also we need another animation, so back to the TextElements to change another ID, this time we see we will also not need ID 28 angry_sit_idle.anm, so double click it and change the animation to dir_idle.anm. Item 771 already has Value 28 as ActionTE, so we don't need to change it this time. But now we have to use another new ID in an Action Item, the ID 7 for the Rotation, currently the Actor would look to the viewscreen wall after he already turned around. So we need to change this 180°, unfortunately the Rotation isn't really working with °, it's working with the X Y Z Coordinates and we have to find out now how.
     
     
    We see in what direction our actor will watch on what number, it's also working with - but then all directions are different than in this example, currenty our Actor is in the X Y Field, probably the rotation coordinates of the other fields are a little different then in this one, I have not tested it yet. For now we just want to get our Actor to look into the same direction as after turning around 180°. We change the current -0,7485316 to 2,4, the only way to find out this 2,4 is testing it. Now that we have the Rotation we can also see durring our test that the Actor Position is not matching 100%, it's about one foot away from the position we need him to be placed, so we change this on ID 4 which we change to 3,75 and ID 5 which we change to 0,25, this can also just be found out by testing. That's it, your new scene should work now, you may have seen it is not working perfect, for example, when the Actor is getting up and turning to the left side, his left leg is getting into the chair for a moment. Nevertheless this tutorial should just show how everything is working.
     
    Now you are ready to build your own scenes :) A little info about the Action Items before this Tutorial is over, the ID 14 ([-1,0,1-55,60-66,70,72,73,75,80,85,86,90,100,112,120]) is the duration of the Action, this are not seconds, but with a little testing you can find out how much everything is. -1 means the Action isn't shown in the scene.

    Lineage II | Civilization 4: Beyond the Sword | Halo 3
  •  07-17-2007, 20:36 2719141 in reply to 2718751

    Re: Modding 101 (BETA THREAD, IGNORE)

                                  How to Hex a Set
     
    Author: TigerEyes
    Required Tools: MeshManip
     
    Hexing a set is very easy if you have the right tools, and the right tool is Mesh Manipulator.
     
    Before we begin, I would like to explain the general process of "hexing". What you are doing, in a general sense, is renaming the textures in your Textures folder, and renaming the matching files on the msh file. So if you have a texture called "RED" in your textures file there is a corresponding line on the msh that is "RED". To change this, we must edit both the texture, and the msh file. So you're making a new texture, and telling the msh to read a different texture.
     
    Firstly, open up MeshManip. Go to File -> Open and select your msh. For the sake of this tutorial, we will use my Portside Bedroom set. If you don't have this mod, go download it and extract it into any directory. If you have this mod, open up the msh file in MeshManip.
     
    The msh file is located in C:\Program Files\Lionhead Studios Ltd\The Movies\Data\meshes In that subfolder, select "set_portside_hotelroom.msh" When you do, select Open and the screen should appear as it does below.
     
     
    Next, expand the Images tab by clicking the "plus" icon. Now, leave this window open. In a seperate window, open the folder C:\Program Files\Lionhead Studios Ltd\The Movies\Data\textures. In this window, find the file curtain_qw02.dds. Rename this file curtain_tt02.dds Rename this file curtain_tt02.dds.
     
     
     
    Now, go back to your MeshManip window. Click the first choice [curtain_qw02.dds] and select Edit -> [/b]Modify[/b].
     
     
    A new window appears on the right. Change the name of the file shown to curtain_tt02.dds. Click Update. Your file should appear as shown below.
     
     
     
     Now, go back to the C:\Program Files\Lionhead Studios Ltd\The Movies\Data\textures folder, find a file named brick_woad.dds.
     
     
    Rename this file brick_wttd.dds.
     
     
    Now, go back to your MeshManip window. Click the first choice [curtain_qw02.dds] and select Edit -> [/b]Modify[/b]. Use the Index column to select #4 which corresponds to the texture brick_woad.dds. You Cannot select the texture from the left screen, you must use the INDEX option and select the number that corresponds with the texture.
     
     
     
    Change the name of the texture to [b]brick_wttd.dds. Click Update.
     
     
    Notice above that the two textures are named different names both in MeshManip and in the C:\Program Files\Lionhead Studios Ltd\The Movies\Data\textures folder.
     
    ***Repeat this process until all of the textures you edited have been renamed in the Textures folder and the MeshManip application. Then, proceed below.***
     
     Now that you have changed your msh, you need to save it. Go to File -> Save As and save it as set_new_hotelroom. Click Save Now, all these complicated set and texture editors can be put away. You've completed the hardest part of the tutorial, congradulations. Go toC:\Program Files\Lionhead Studios Ltd\The Movies\Data and you will see a few folders we haven't touched yet:
     
     
    First, open up the cameras folder. All you have to do is rename the file the same as your msh. I would advise copying and pasting the name [not making a seperate file] to make it simple:
     
     
    Now, you should have a new file that is the camera file, named exactly the same as your msh file with ".cam" at the end. Go back to the data directory:
     
     
     
    Open up the Sets Folder. Much like we did before, simply rename this file the same name as your msh file.
     
     
    Now, double click the file. It should open up a text document. Within the folder, you'll see alot of things. Don't edit any of them! The only thing you have to wory about is the first line of god, it lets the .INI file know what msh is assigned to the set. So when you build the set on the lot, it knows what set msh to place. Now, we have to reassign it so that it reads our msh and not the old one.
     
    Before
     
     
    After
     
     
    Now you've reassigned the INI file to read yoru msh on the Studio Lot. Go back to the data directory:
     
     
    Open up MESHES->EXTRAINFO Much like we've done before, re name the file the same name as the msh. DO NOT OPEN THE FILE, just re name it the same as the msh.
     
     
    Now, you've completed your Set! We just need to package it up for installing it. But, this process can be repeated for any set. If you install your set, and want to change something go back thorugh this tutorial and edit the texture again. I guarentee, you will not get the texturing of an entire set right the first time, so be prepared to repeat the process over and over again. It is not easy :D Go back to MyDocuments/NewBedroom, so that the folder you are look at it DATA:
     
     
    Right click the folder, and scroll to "SENT TO COMPRESSED ZIP FOLDER"
     
     
    To really make this easy, I advise also download the RaR Tool, just as a side note. Now, you have a compressed ZIP that has your set inside, double click it and extract it to C:\Program Files\Lionhead Studios Ltd\The Movies Install it like any other modification, to see a Modification Installation Guide, read this.
     
    Basically, you've created a mod like any other mod and should install it as such. Run the Game and your set will appear as a Bedroom retexture... congradulations. Keep in mind, that after you install your set, you can edit the textures by simply repeating this tutorial. Using the MeshManip program, never overight and original game file, always make back-up copies of all content. Thank you to Reacher for his tools, and all of DCMF. I hope to see your mods soon, if you're looking for a site to upload them to, try 8eyedbaby

    Lineage II | Civilization 4: Beyond the Sword | Halo 3
  •  07-17-2007, 20:37 2719143 in reply to 2718751

    Re: Modding 101 (BETA THREAD, IGNORE)

                                  How to Hex a Prop
     
    Author: TigerEyes
    Required Tools: MeshManip
     
    Hexing a prop is very easy if you have the right tools, and the right tool is Mesh Manipulator. Before we begin, I would like to explain the general process of "hexing". What you are doing, in a general sense, is renaming the textures in your Textures folder, and renaming the matching files on the msh file. So if you have a texture called "RED" in your textures file there is a corresponding line on the msh that is "RED". To change this, we must edit both the texture, and the msh file. So you're making a new texture, and telling the msh to read a different texture.
     
    Firstly, open up MeshManip. Go to File -> Open and select your msh. For the sake of this tutorial, we will use the 1930s Pickup by JohanSturk. If you don't have this mod, go download it and extract it into any directory. If you have this mod, open up the msh file in MeshManip. The msh file is located in C:\Program Files\Lionhead Studios Ltd\The Movies\Data\meshes In that subfolder, select "p_car_pickup.msh" When you do, select Open and the screen should appear as it does below.
     
     
    Next, expand the Images tab by clicking the same "plus" icon. Now, leave this window open. In a seperate window, open the folder C:\Program Files\Lionhead Studios Ltd\The Movies\Data\textures/props. In this window, find the file p_1930_pickup.dds.
     
     
    Rename this file p_1940_pickup.dds
     
     
    Now, go back to your MeshManip window. Click the first choice [p_1930_pickup] and select Edit -> [/b]Modify[/b].
     
     
    A new window appears on the right. Change the name of the file shown to p_1940_pickup. Click Update. Your file should appear as shown below.
     
     
    If your file has multiple textures, continue this process until all your textures in the folder and MeshManip window have been renamed. When you want to change a msh with multiple