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#1
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![]() 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
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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.
__________________
Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#3
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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 } Many Thanks from a snowy Cleveland (sitting in the airport)... GB |
#4
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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
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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
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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 |
#7
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![]() It's suppose to be doing the conversion. Off hand I'm not sure where they are going to get saved though.
__________________
Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#8
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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 |
#9
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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
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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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