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  1. "For the maker!"... I missed adding that bro. As soon as I have some time, I'll do a tutorial on that. You can write to me in Spanish by private any other doubt. You only have to add two more groups. I think the maximum is 6, if you put more, the game is iced when you open the blacksmith.
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  2. Having not actually used the tool before I can't help you sorry. You'll have to wait for Lussbhel to provide some more info. He said that he would provide a more illustrative tutorial in future so hopefully he can help you out!
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  3. Refer to the above for guidance from Lussbhel on how he's used the Sacred 2 Item Editor to modify the items you see on the Shadow Warrior in the pictures with the download.
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  4. Your question is answered here, in this thread: Auto zoom in on NPCs
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  5. Well, the hardest part of this is probably the finding the correct images to edit...provided you know what you are doing when it comes to editing them. Firstly, winrar is necessary to browse through the zipfiles the textures are in, notepad++ is a much better program to open the various textfiles with than normal notepad, DXTBmp is what I used to open the .dds (texture) files and a program to edit the textures with such as gimp. First I guess you want to decide what exactly you plan on editing, armour/weapon, set/legendary/unique. Everything is contained in the blueprints.txt file which is located in install directory as follows: <main Sacred 2 install directory>\scripts\server\blueprint.txt Then, you need to find your item. Alot of them have german names, alot of them have semi useful descriptive names. Set items are usually named with a variation of set_<class>_<setname>_<item type>, but can be labled as miniset instead of set. For alot of the stuff added in the Ice and Blood expansion, its named rather lazily, the dragon mage minisets are given with numbers instead of names and itemtypes, and the normal sets have the setname abbreviated to two letters. Also, the unique armour added in the expansion is named like so: armor_unique_le_dr_09 Where I assume dr is the classname (so dr = dryad), le would be some abbreviation of the set name and the number is some identifier of the order in which they were created. Anyway, finding specifically what you are looking for can be tough, I usually search through the text document with the find function for a few different key words depending what it is I'm looking for. Set items, usually I will search for set_, unique items I will search for unique_. Legendaries...can be labled as legendaries or uniques, set items can be labled as legendaries, which means that it can get confusing looking for specific items. But taking the niokastes set as an example we would open up blueprints.txt and search for set_sera until we found mention of some seraphim sets. The first hit we get is for "set_sera_technik_arm". Now, my german is pretty crappy, but technik makes me assume this is the revered technology set, so we keep searching for something different. The next piece is "set_sera_kampf_hand"...kampf...don't know that word, so plug it into google translate and see what it tells us. And we get kampf = fight. Sounds like the niokastes set to me, thats the only melee set of the 3 main ones. Now scroll down in blueprints.txt until you get to the line "itemtypes = {<number>,}," in this items blueprint id. The number, in this case 1402, corresponds to the id number in the itemtype.txt file which is located at: <main Sacred 2 install directory>\scripts\shared\itemtype.txt This is the file which tells you the location of the files you want to edit are. Open it up and search for the number we found previously, 1402. This should bring you to just below the itemtype info for what is hopefully niokaste's gloves. Once there, all we need is is the name under the model0Data section which is: models/heroes/seraphim/sets/angeldust/c_sera-angeldust-gloves.GR2 The location of the model file for this set piece. Now you may ask, why do we want to find the model file, and the answer is...we dont But, the location of the texture that is applied to this model file is very similarly named. All of the textures, sounds, models and such are located in the PAK folder in zipfiles in the main install directory. <main Sacred 2 install directory>\pak All item/weapon/effect textures along with their model files will be found in the files graphics01.zip through to graphics19.zip (there will be more of these if you have the elite graphics installed I think). You won't be able to open graphics19.zip as it is encrypted through the securom copy protection the game uses, meaning no editing of the stuff added in Ice and Blood as far as I am aware. Anyway, now most textures (including all items) have a medium and low quality texture file, plus a high quality one if elite graphics are installed, meaning there will be two textures for the model we have found. These will be located in very similar directory structures to the model, the only difference being the model directory gets replaced with "mq/maps" and "lq/maps" and there will be 3 texture files for each quality for the model file, each effecting different aspects ingame. Medium Quality (mq) textures are located in zip files graphics02, 03, 11, 12. Low Quality (lq) are in files graphics04, 11, 12 Models are in graphics05, 06, 07, 10, 11, 12. Sets are found in (mq) graphics02.zip\mq\maps\heroes and are then sorted by class name, lq ones are found in graphics04.zip\mq\maps\heroes. If you know exactly what you are looking for instead of searching though the text files above you can jump straight to this step and browse through the class folders until you find the set you are after simply by opening the files and recognising which set they are from. The names themselves are useless when it comes to recognising the sets. Anyway, we know from our model file that we are after the angeldust seraphim set, so open up the mq location, graphics02.zip\mq\maps\heroes and navigate to the seraphim folder and then the angeldust set folder. And here are all the files we need to make niokaste's set look exactly like we always wanted. Each piece is conveniently named for where it is equipped and any piece which has "-var#" or "-v#" at the end of its name means it is a variation of the texture that can be found on randomly generated items, so editing these will have no effect on the appearance of the set, ignore anything with this little extra in the filename. You will notice that for each item in the set it will have 3-4 texture files associated with it. The file ending with _d.dds or _dx.dds or _do.dds is the main texture file and details exactly what everything looks like ingame, its the main one to edit. The file ending with _n.dds effects how the game deals with depth on items allowing details to looks indented or outdented (?..raised is maybe a better word) and the file ending in _sg.dds affects the lighting of your texture - Making the alpha channel on this white results in the edited area glowing, whereas black gets rid of any glow. There are some variations on what effects files have for different items. For example the niokastes skirt at the back, editing the alpha channel of the _d.dds file allows you to edit how much of the skirt is seen, black areas are not rendered which is what allowed me to make the skirt above look more like a net than a skirt. Other textures, such as the lucretis set for the shadow warrior have black regions on the _d.dds texture which are where the t-energy pulse effects are added. Detail can be added to this and in the alpha channel of this file these regions will be white to allow the full effect to shine through, darkening this region means the t-energy pulse will become less and less bright until it cannot be seen at all, only the details on the main part of the texture. Everything else...you will need to play around with for yourself, Im still learning when things will cause effects, what effects they will cause...and so on. Anyway, back to editing the textures, first you want to extract them from their zip folders, select all the files you want to change, in this case I extracted everything that wasn't a variation on the set. After selecting everything you want, click on the extract to button in winrar. On the popup, in the destination path, remove the name of the zip file you are extracting from and the \ immediately preceding it and the file will be extracted to the correct folder that the game will expect it to be in (delete the highlighted text as shown in the picture and then click ok). After this, navigate to the location of the extracted files and edit to your hearts content. If everything was done correctly they should have been extracted to the following location: ]<main Sacred 2 install directory>\pak\mq\maps\heroes\seraphim\sets\angeldust Open up your game and you should see the new effects when you equip the skinned item as the game (or windows) is smart enough to load the extracted textures in preference to those in the zip files. If you make any changes while the game is open you can press CTRL+F1 to refresh the game and force it to reload the textures that you have edited since opening the game. If you either delete a _sg.dds file from your extracted folder or extract a new one while the game is open it will crash for some reason so try to have everything extracted before you open the game. I think thats about it, here are a few pics to show you the different effects you can have when you change different parts of the .dds files. Also, when I talk about alpha channels I mean the alpha channel displayed in DXTBmp in the top right corner and by main image I mean the image displayed in the center of the window. Also, if you do edit anything, edit the medium quality textures, the low quality textures are the same as the medium quality ones, they are simply rescaled to half the dimensions, so save the mq ones, then resize to half size to get the lq ones. Changing the Lucretis Set T-energy effect. As shown by these pictures the brightness of the T-energy glow on the set piece can be decreased by darkening the _d.dds files alpha channel in the correct areas, and by adding colour to the original texture you can make the pulse appear over the top of other glows or colours. Editing the alpha channel for the pelvisskirt file for the angeldust set allows the removal of areas. Only the white areas in this alpha region are displayed ingame. I hope thats what you were after King Angel and it wasn't to long winded, if anything is poorly worded or doesnt make sense just ask. @Schot...so far, as all I've done has been done with a mouse I don't really have to precision or skill to use any sort of brushes very much, I've used them for little touch ups on really small, less noticable details. Instead, most of what I've been doing hasn't really required much/any skill. All I've been doing is recolouring selected regions through changing the colour balance in GIMP. It keeps all the necessary details, but just puts them in other colours. I have been trying to work on adding stuff to armour like glowing text or symbols, but so far I haven't quite got the control Im looking for with a mouse. Having said that there are a bunch of cool changes that I've gotten through such basic means. Colour inversion: Changing saraki's helmet to a red glow from green: And the changes I made to niokaste's, the darker colour was achieved by desaturating the stuff I wanted darker. So yeah...thats my probably unneccessarily long post on this...
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