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Pesmontis

Sacred Game Modder
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Everything posted by Pesmontis

  1. My HE now has a rune for the Instill Belief, but she can't use it! Right-clicking it has no effect.. (the rune says it's meant for the HE).
  2. > ".. I got 3dsmax6.." That's just fine (I'm using max7 & max 2008). With 3dsmax6 you can use Cannonfodder's SMD importer with the SMD output from grnreader98. (you might want to redownload grnreader98.v1.4.rar, 'cause I've fixed some bugs). In order to view the model as shown in my pictures you have to use DirectX as the default renderer (this can be set in the 3DSmax preferences). This way it's possible to view the effect of the normal maps (I'll explain this when you're set to go w. 3DSmax6 & DirectX). W. regard to screenshots, I made some but I can't seem to locate them on my HDD. 'Have to fiddle w. this, otherwise it's no fun. Still have to test the 'Instill Belief' anyway: didn't get a rune yet w. my test char. [Edit] Alright, now I did get a rune for the Instill Belief, but I can't use it! Right-clicking it has no effect.. btw. Here are two screens of my Inquisitor. Guard. I switched the print screen control to the <F11> key, which gave me the possibility of making a Windows screenshot with the <PrtScrn> key. Both keys work, but when using <PrtScrn>, I had to skip to the desktop to save the clipboard contents - which was enough for this Inquisitor. Guard to kill my L2 HE.. ;-) Start of fight w. Inquisitor. Guard - <F11> screenshot; Already my HE is halfway being killed - <PrtScrn> screenshot. Note the messed-up arms of the IG: I think someone never got 'round to finish this model properly or didn't have time to fix the skeleton.. Also because in 3DSmax it looks like the back of her head - just under her hair - is missing.. It might be an opportunity / challenge for us to revisit this model.
  3. > ".. You mean I should make the dds with the _d and _n ?.." No, I think you only want to edit the "_d" DDS file(s). The "_n" DDS files contain socalled normal maps. You only want to edit them if you know what normal maps do to your model. > ".. Where should I make the texture?.." You want to produce all textures with Photoshop and the NVidia DDS plugin. Using the socalled 'UVW unwrap' modifier in 3DSmax can produce normal maps as you have shown. Load such a normal map in Photoshop to enhance it, and export it as a DDS type "8.8 VU 16 bpp signed". Note that all DDS textures must have height and width equal to a power of two eg.: 1024 x 1024 / 512 x 512 / 256 x 256 / 128 x 128 / 64 x 64 etc. You can also use for instance 1024 x 512. If you create a DDS texture, make sure you include "all MIPmaps" (for Sacred 2). > ".. How do I apply the texture in-game?.." You have to create a directory structure in the 'pak' directory, equal to the path for the original texture inside one of the graphics##.zip files. Copy your new DDS textures there. [Edit] I have tested your method and I think I now have an invisible dagger for my HighElve. [Edit] Therefor I need to ask you: did you apply a texture to your model in 3DSmax? [Edit] Can you reproduce how you did this? Thanks in advance, Pesmontis
  4. Alright, in drop.txt, I changed blueprint ID 818 (rune_he_in_Feuerdaemon) to blueprint ID 1396 (rune_se_cm_bekehrung). I wanted to do the reverse for the Seraphim (in order to avoid surprises when playing as Seraph), but I can't find a "-- Runes_Seraphim" section in drop.txt. I guess she actually uses "-- Droplist_runes_allhero" (which I don't want to edit at this point). Then - right :-) - I see "-- Drop_Runen_Highelf" in weaponpool.txt. Here as well, I changed the ID 818 with ID 1396 (I guess I might increase it's drop probability as well ;-) btw. The ID 1396 was not in the drop list in my weaponpool.txt (no Ice & Blood **), mine simply read: content = {829,828,826,825,822,815,818,819,816,817,823,824,821,820,}, now it reads: content = {829,828,826,825,822,815,1396,819,816,817,823,824,821,820,}, Anyway, I tested everything OK (except for the drop.txt and the weaponpool.txt changes), including my new textures for the Inquisitor Guard. Therefor I've made these textures available for download: Pesmontis's Highelve Inquisitor Guard Elite textures I've added three Sacred 2 XP icons to spruce-up the package ;-)
  5. In 3DSmax, the weapon probably has no bones. Using the grnreader98 maxscript does not create bones. I guess when you export a GR2 file, the exporter creates one bone. btw. I do not have 'l_schwert2h-e1.GR2'. I think you are using the Ice & Blood expansion. To create DDS textures, I recommend using the NVidia DDS plugin for Photoshop Different types of DDS files exist. In Sacred 2 I have seen the DDS types "DXT1" and "DXT5 interpolated alpha". For the hq maps, I think you can safely use DDS DXT1 for the socalled 'diffuse lighting' maps (<sword name>_d.dds). [Edit] I quickly checked the normal maps ( <sword name>_n.dds ). [Edit] Their DDS type is "8.8 VU 16 bpp signed" ( or "V8U8 DuDv (16 bit, EMBM)" ). In order to see which type of DDS you want to replace, I recommend using 'Deep Exploration'. Did you try to look at the rotation / position of your mesh ? ( the 3DSmax buttons I described ).
  6. Thanks icemember, I guess I'll test your example first, to be on the safe side. btw. It's not creatureinfo.txt we're editing but creatures.txt (in ..\scripts\server). The setup for the 'Instill Belief' works with a new HighElve, however there's something I obviously forgot: The HighElve keeps getting Fire Deamon runes which she can't use anymore because that spell was replaced.. So I guess I have to move the Fire Deamon rune to the Seraphim to make it stop appearing frequently in HighElve quests. To do so, I looked up rune_he_in_Feuerdaemon in blueprint.txt, and I changed: wearergroups = {'WEARGROUP_HIGHELVE',}, into: wearergroups = {'WEARGROUP_SERAPHIM',}, Also, in itemtype.txt, I looked up the itemtype with ID 6450, and again it says (see my question about this above): weargroup = "WEARGROUP_INVALID", and: user = "WEARGROUP_HIGHELVE", Again I changed only the latter into: user = "WEARGROUP_SERAPHIM", Is this correct or am I forgetting something? Cheers, Pesmontis
  7. Wow! Nice job! I guess you're the first to import a new GR2 file into Sacred 2! Someone else has tried the same as you did and couldn't get it to work, so ehm.. Could you tell us in as much detail as possible what you have done to export this GR2 file? What's wrong with the model is that the position and orientation of the root bone are wrong. I think from another weapon I've seen, this root bone has the same name as the weapon itself. To correct things for your weapon I need to know a few things: 1.) Did you apply any special export settings when saving the model as a GR2 file ? 2.) To know what you are talking about, please tell us the GR2 file name of the weapon; 3.) Look in the button bar at the top of the 3DSmax window: move your mouse over the buttons and you will see pop-up descriptions of them. Find the button called "Select and Rotate". Right click this button while your root bone is selected and tell us what you see; 4.) Do the same with the button called "Select and Move": Right click it, and tell us what you see. 5.) How did you import the model into 3DSmax ? Did you use 3DSmax7 or max 2008 ? Which import tool did you use ? I think with all this you've got something on your plate ;-) Please be as precise and exact as you can. Simply use many words to describe GUI elements, so that things will be clear.
  8. Hey iandave, at the end of this page , there's a Tools section with links to exporters.
  9. I think the Inquisitor Soldiers shown in this thread are quite nice to have as frequent opponents for the HighElve. Also, I wouldn't mind to have a few of them running around as a kind of 'personal guard' for my HighElve, using (I think) a long duration version of the Seraphim 'Instill Belief'. I've been looking through creatureinfo.txt to find these Inquisitor Soldiers, but there's six entries referring to them: Helf_Inqgarde_Soldier_DR_startquest Helf_Inqgarde_Soldier_female_01 Helf_Inqgarde_Soldier_female_01_elite Helf_Inq_soldierF Helf_Inq_soldierF_elite Helf_WL_Inqgarde_Soldier_female_01 Which one of them to use? Or use all of them? To make sure there's enough of them around I think it might be fun to replace for instance the Kobold Warrior, for which I found the entries: Barb_cobold_warrior Template_Barb_cobold Template_Barb_cobold_elite Barb_cobold_warrior_elite Barb_cobold_lite_elite Barb_cobold_lite Would it be enough to simply replace sections in creatureinfo.txt ? Or do I need to edit creature.txt ? Then the Belief spell thingy, I guess this is 'se_cm_bekehrung' (in creatures.txt and in spells.txt). Would it be enough to replace one of the HighElve's spells with this 'se_cm_bekehrung' (in creatures.txt) ? Or should I edit spells.txt and replace the entries from eg. 'he_in_feuerdaemon' with the entries (et_duration_sec, et_range_area, et_convert_chance, etc.) from 'se_cm_bekehrung' ? [Edit] I've edited blueprint.txt, spells.txt, itemtype.txt, creature.txt, as described by czevak in this thread Still have to test it, and I have one remaining question regarding spell-transfer. In itemtype.txt, the itemtype entry for rune_sc_cm_bekehrung is: newItemType = { -- standard info renderfamily = "RENDERFAM_ITEM", renderprio = 0, family = "FAMILY_FORGE", subfamily = "SUBFAM_FORGE_RUNE", classification = "CLF_RUNE", flags = "FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/items/runes/t_rune-seraphim.GR2", user = "WEARGROUP_SERAPHIM", }, -- logic bounding box logicBox = { minx=-5.093, miny=-5.058, minz=0, maxx=5.093, maxy=5.058, maxz=1.742, }, dangerclass = 0, } mgr.typeCreate(6463, newItemType); I think that w. other itemtypes, this is listed with "WEARGROUP_INVALID" for the 'user =' entry, and "WEARGROUP_<heroname>" for the 'weargroup =' entry. So, which one to change into "WEARGROUP_HIGHELVE"? Please help me out w. some specific info., I'd like these edits to get me rolling in generally modding Sacred 2. [Edit] Here's some pic's so you can see which NPC I mean. I've also given her new textures: Female Inquisitor Soldier in 3DSmax2008 F. Inquisitor. Soldier with skeleton Side / rear view
  10. Compulsory reading: GR2 Decode documentation
  11. To iandave68: The old versions of grnreader don't work, and unlike the descriptions on the GR2 Decode pages, you cannot load Sacred 2 GR2 files directly into 3DSmax2008. I released a new version of grnreader, which is independent of 3DSmax. I think you want to read everything on the gr2decode pages first, especially with regard to recommended (SMD) plugins and 3DSmax versions. To czevak: Yes, evegr2toobj is one way to go, but as you point out, it only draws partial info. out of GR2 files. > ".. after editing with 3dx max 2008.." Hey that's nice :-) So you've got a working GR2 export plugin with 3DSmax2008? You might check-out the tools listing at the END of this page: Warcraft III to HoMM.V Creature Conversion Guideline I'm not familiar with the 3DSmax SDK either, but maybe it's possible to simply use exported methods from 3DSmax DLLs (like the functions in geom.dll). btw. Do you have any programming experience? Cheers, Pesmontis [Edit] I've released grnreader98 v1.4, get it here [Edit] Source code can be downloaded here
  12. Now that you're asking, I've only just created a new version of grnreader ( from http://gr2decode.altervista.org/ ). This command-line tool creates maxscript files and SMD files. The latter files also contain the skeleton (bones) and the texture coordinates. Only today I've succeeded in properly translating the bone rotations to the Euler angles used inside SMD files. Here's a pic: This is the HighElve hero with her skeleton and default texture. As you can see the model is upside down: a side effect of coordinate systems conversion (LH / RH). I think this can be restored using the Mirror tool + face flipping. Anyway, I've loaded this model in 3DSmax2008, THE tool for importing GR2 animations, but alas the GR2 files with Sacred 2 are too new. I might try to load GR2 animations w. grnreader, but then I'd have to create the conversion to SMD sequence as well (which is probably a LOT, a lot of work..). Better would be to find someone who likes to program w. VS2005 and the 3DSmax2008 SDK. About my version of grnreader: it's called grnreader98 (v1.4), since I compiled it w. VC++ 98 (!). I'm currently testing the debug version, and I added some user guidance (help option). Cheers, Pesmontis ps. I would like to know who's interested in modding Sacred 2 meshes, skeletons and animations. I mean: who's handy w. 3DSmax, Maya, and/or programming? [Edit] I've released grnreader98 v1.4, get it here [Edit] Source code can be downloaded here
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