Hello There, Guest! Login Register


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Guide to Making Objects
#1
Anyone able to take a soup to nuts go at teaching someone how to go about creating objects to be introduced into a server? I am able and willing to learn but I need someone to point me in the right direction and tell me what I will need. 

I want to be able to submit objects to the server dev for consideration. Some things I want to create are Armor, Hairstyles, Weapon Skins, and tweaks to existing forms (changing the antenna on Composite Armor Helmet, Changing viewport design on Composite Armor Helmet, attempting to make Padded Armor helmet design that doesn't look awful).

I have asked about this but can't seem to get anyone to point me to a comprehensive tutorial. If anyone can get me started on this I would be grateful.

Thanks for any help
 
Reply
#2
Armor is impossible. Same with clothing. Weapons you can modify in 3dsmax using the exporter/importer but it isn't simple. Hairstyles I haven't researched
 
Reply
#3
Thank you Phoenix. That is bad news though, and also explains why it was hard to get the info I wanted. Is Clothing/Armor Impossible because the objects were not originally in the game so adding them requires changes to entire structure?

3dsmax, ok cool ty.

If clothing is impossible I imagine hairstyles are as well. Anyway thanks for the reply. I guess we are pretty much stuck with the items from 14.1 era.
 
Reply
#4
Armor/clothing isn't possible because we don't have tools to handle the skeleton.
 
Reply
#5
Ok good information here. Maybe I should ask how did you guys get to your current skillset?
 
Reply
#6
(2016-04-26, 08:33 PM)Archlyte Wrote: Ok good information here. Maybe I should ask how did you guys get to your current skillset?

Trial and error, looking at how things operate server side, analyzing how things operate inside the client in relation to the files, reverse engineer files and functions, etc. 

Most importantly, time and dedication. Sytner, Uli and I have been at it client side for almost a decade now (Not non stop work, but working around and with them here and there, learning, etc). 

Guides don't help beyond the basic, best is to dig through the tre files and see how the link chains flow, which file works with what, etc. You'll want to use SIE for that, don't forget to grab my templates so the bytes make sense. 

Server side, either read the scripts and code, or take a look at the SWGEmu forums or some of the threads in this forum of how to do XYZ, then replicate and mess around with it.
 
Reply
#7
This is sort of related but not quite, but is? 

The thing I was wondering was, how to make custom objects inside the server without having to make an .iff file to distribute to everyone. For example, I would love to make a new Shirt object that used the appearance and properties of a Padded Armor Chest Plate. It would not be a real padded chest plate, nor would it replace any of the existing shirts. Is there any way to actually add an object lua without having an iff reference? Or must all objects be directly linked to an iff template? This idea stemmed off the possibility of adding objects to reference things that I have in my appearances, but don't have a corresponding object iff file. 

This also relates to possibly adding more draft schematics too. I'd love to make available a set of bone, chitin, padded and other armor types that do not replace the original armors, but exist as a completely different object that has Composite stats. (Essentially, Advanced versions of the armor, so you can keep armor diversity without sacrificing cheap noob gear, or effectiveness at full strength).
 
Reply
#8
Maybe, link to an existing object that has the appearance, like Padded Chest, then assign a custom name? Unsure how that ultimately works though.

Draft Schematic wise it should be fine, as those just have different stats? Just reference the original .iff. (I have no idea ultimately though, what's fully read from the IFF Object).
 
Reply
#9
You need the IFF files on the client, AFAIK. The server tells the client "what object" via CRC number, which always points to an object IFF. No IFF, no CRC, nothing will show up on the client.

I'm not an expert, though. That's just my understanding.
 
Reply
#10
(2016-04-27, 01:05 AM)Timbab Wrote: Maybe, link to an existing object that has the appearance, like Padded Chest, then assign a custom name? Unsure how that ultimately works though.

Draft Schematic wise it should be fine, as those just have different stats? Just reference the original .iff. (I have no idea ultimately though, what's fully read from the IFF Object).

If you're using an existing item for the look etc. then I did what Timbab said her.  My son wanted Mando armor without all the work etc. so to let him play around I basically copied all the composite armor files and edited each to use the mando .iff file and gave it a custom name like "Low-end Mando" or something.

You gotta update all your object and serverobject files in objects and loot and groups (if you want it to be lootble).

I never tried making it craftable or anything so I have no suggestions there.
 
Reply
  



Forum Jump:


Browsing: 1 Guest(s)