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  #1  
Old 02-07-2010, 12:50 AM
GeorgiaBoy GeorgiaBoy is offline
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Default Modding Din's

Is it the same method as DoP? I took 1handedaxes, quadrupled the file size, placed it in a folder 'database', called axe_mod and placed the database folder in the axe_mod folder, zipped the axe_mod folder and placed the zipped axe_mod folder in the assets directory next to assets001 and assets002. Is this right?
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  #2  
Old 02-07-2010, 09:51 AM
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Shadow Shadow is offline
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It is pretty much the same as DoP or Kivi. However in your description you don't want that axe_mod folder.
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  #3  
Old 02-09-2010, 03:15 PM
GeorgiaBoy GeorgiaBoy is offline
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I went ahead and added some one-handed axes:

Code:
Axe12
{
	Base		BaseOneHandedAxe

	Name		$$Hand Axe$$

	TextureName	Textures/icons/Items/handaxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	3
}

Axe13
{
	Base		BaseOneHandedAxe

	Name		$$Axe$$

	TextureName	Textures/icons/Items/axe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	7
}

Axe14
{
	Base		BaseOneHandedAxe

	Name		$$Double Axe$$

	TextureName	Textures/icons/Items/doubleaxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	13
}

Axe15
{
	Base		BaseOneHandedAxe

	Name		$$Military Pick$$

	TextureName	Textures/icons/Items/militarypick.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	19
}

Axe16
{
	Base		BaseOneHandedAxe

	Name		$$War Axe$$

	TextureName	Textures/icons/Items/waraxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	25
}

Axe17
{
	Base		BaseOneHandedAxe

	Name		$$Hatchet$$

	TextureName	Textures/icons/Items/hatchet.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	31
}

Axe18
{
	Base		BaseOneHandedAxe

	Name		$$Cleaver$$

	TextureName	Textures/icons/Items/cleaver.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	34
}

Axe19
{
	Base		BaseOneHandedAxe

	Name		$$Twin Axe$$

	TextureName	Textures/icons/Items/twinaxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	39
}

Axe20
{
	Base		BaseOneHandedAxe

	Name		$$Crowbill$$

	TextureName	Textures/icons/Items/crowbill.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	43
}

Axe21
{
	Base		BaseOneHandedAxe

	Name		$$Naga$$

	TextureName	Textures/icons/Items/naga.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	48
}

Axe22
{
	Base		BaseOneHandedAxe

	Name		$$Tomahawk$$

	TextureName	Textures/icons/Items/tomahawk.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	54
}

Axe23
{
	Base		BaseOneHandedAxe

	Name		$$Small Crescent$$

	TextureName	Textures/icons/Items/smallcrescent.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	61
}

Axe24
{
	Base		BaseOneHandedAxe

	Name		$$Ettin Axe$$

	TextureName	Textures/icons/Items/ettinaxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	70
}

Axe25
{
	Base		BaseOneHandedAxe

	Name		$$War Spike$$

	TextureName	Textures/icons/Items/warspike.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	79
}

Axe26
{
	Base		BaseOneHandedAxe

	Name		$$Berserker Axe$$

	TextureName	Textures/icons/Items/berserkeraxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	85
}

Axe28
{
	Base		BaseOneHandedAxe

	Name		$$Grunt Axe$$

	TextureName	Textures/icons/Items/handaxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	21
}

Axe29
{
	Base		BaseOneHandedAxe

	Name		$$Flesh Carver$$

	TextureName	Textures/icons/Items/handaxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	23
}

Axe30
{
	Base		BaseOneHandedAxe

	Name		$$Black Metal Axe$$

	TextureName	Textures/icons/Items/axe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	24
}

Axe31
{
	Base		BaseOneHandedAxe

	Name		$$Marauder Axe$$

	TextureName	Textures/icons/Items/doubleaxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	26
}

Axe32
{
	Base		BaseOneHandedAxe

	Name		$$Hacking Cleaver$$

	TextureName	Textures/icons/Items/militarypick.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	33
}

Axe33
{
	Base		BaseOneHandedAxe

	Name		$$Hillborne Axe$$

	TextureName	Textures/icons/Items/waraxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	34
}

Axe34
{
	Base		BaseOneHandedAxe

	Name		$$Guerilla Cleaver$$

	TextureName	Textures/icons/Items/hatchet.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	34
}

Axe35
{
	Base		BaseOneHandedAxe

	Name		$$Gloom Reaper$$

	TextureName	Textures/icons/Items/cleaver.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	37
}

Axe36
{
	Base		BaseOneHandedAxe

	Name		$$Sickle Axe$$

	TextureName	Textures/icons/Items/twinaxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	39
}

Axe37
{
	Base		BaseOneHandedAxe

	Name		$$Ebonclaw Reaver$$

	TextureName	Textures/icons/Items/crowbill.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	46
}

Axe38
{
	Base		BaseOneHandedAxe

	Name		$$Crescent Edge$$

	TextureName	Textures/icons/Items/naga.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	48
}

Axe39
{
	Base		BaseOneHandedAxe

	Name		$$Moon Cleaver$$

	TextureName	Textures/icons/Items/tomahawk.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	52
}

Axe40
{
	Base		BaseOneHandedAxe

	Name		$$Ribsplitter$$

	TextureName	Textures/icons/Items/smallcrescent.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	53
}

Axe41
{
	Base		BaseOneHandedAxe

	Name		$$Corpse Harvester$$

	TextureName	Textures/icons/Items/ettinaxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	55
}

Axe42
{
	Base		BaseOneHandedAxe

	Name		$$Felstone Reaver$$

	TextureName	Textures/icons/Items/warspike.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	56
}

Axe43
{
	Base		BaseOneHandedAxe

	Name		$$Demon's Claw$$

	TextureName	Textures/icons/Items/berserkeraxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	59
}

Axe44
{
	Base		BaseOneHandedAxe

	Name		$$Jagged Broadaxe$$

	TextureName	Textures/icons/Items/handaxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	62
}

Axe45
{
	Base		BaseOneHandedAxe

	Name		$$Fel Iron Hatchet$$

	TextureName	Textures/icons/Items/militarypick.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	65
}

Axe46
{
	Base		BaseOneHandedAxe

	Name		$$Marshfang Blade Axe$$

	TextureName	Textures/icons/Items/waraxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	68
}

Axe47
{
	Base		BaseOneHandedAxe

	Name		$$Fel Edged Battleaxe$$

	TextureName	Textures/icons/Items/hatchet.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	71
}

Axe48
{
	Base		BaseOneHandedAxe

	Name		$$Double Bladed Axe$$

	TextureName	Textures/icons/Items/cleaver.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	73
}

Axe49
{
	Base		BaseOneHandedAxe

	Name		$$Primeval Adze$$

	TextureName	Textures/icons/Items/twinaxe.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	75
}

Axe50
{
	Base		BaseOneHandedAxe

	Name		$$Reactive Waraxe$$

	TextureName	Textures/icons/Items/crowbill.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	77
}

Axe51
{
	Base		BaseOneHandedAxe

	Name		$$Beaked Axe$$

	TextureName	Textures/icons/Items/naga.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	80
}

Axe52
{
	Base		BaseOneHandedAxe

	Name		$$Disk Axe$$

	TextureName	Textures/icons/Items/tomahawk.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	82
}

Axe53
{
	Base		BaseOneHandedAxe

	Name		$$Dire Axe$$

	TextureName	Textures/icons/Items/smallcrescent.tga
	UseModelName	Models/Weapons/axe1_hatchet.mdl

	ItemLevel	85
}
I added these on to the end of the axe1handed file in the Assets\assets1\Database\Items directory, making the mod as the first post. The items do not show up correctly. The icon graphics do not show up at all, except for the colored outline. I am sure Shadow would know, but he is VERY busy. Does anybody else have any ideas?

Many Thanks from a snowy Cleveland (sitting in the airport)...

GB
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  #4  
Old 02-10-2010, 10:50 AM
GeorgiaBoy GeorgiaBoy is offline
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I also wanted to edit the irem prefixes and suffixes. Looks like it is a little different than DoP...
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  #5  
Old 02-10-2010, 07:15 PM
GeorgiaBoy GeorgiaBoy is offline
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Arrrgh. I think I'll wait for the release. This is taking too much time away from playing. Uh, I should say 'testing'.
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  #6  
Old 02-14-2010, 10:55 PM
GeorgiaBoy GeorgiaBoy is offline
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Din's is not converting .tga graphic files to .ctx files. Am I doing something wrong, or is that not part of the beta?

Thanks,

GB
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  #7  
Old 02-15-2010, 10:19 AM
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Shadow Shadow is offline
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Quote:
Originally Posted by GeorgiaBoy View Post
Din's is not converting .tga graphic files to .ctx files. Am I doing something wrong, or is that not part of the beta?
It's suppose to be doing the conversion. Off hand I'm not sure where they are going to get saved though.
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Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2
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  #8  
Old 02-15-2010, 03:11 PM
GeorgiaBoy GeorgiaBoy is offline
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Hi Shadow,

I need to write down these questions offline (I was using this thread I had random questions) and wait until the beta is done...these questions can wait.

Thanks,

GB
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  #9  
Old 02-18-2010, 02:46 AM
udm udm is offline
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Will we be able to mod our own events in though? Or will there be separate expansions and the like that give more random events?
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  #10  
Old 02-18-2010, 05:24 AM
Guenwhyever Guenwhyever is offline
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The habit has been for each Soldak game to have more open stuff than the previous.

IIRC we could add events in DoP, so chances are we can add events in Din's.
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