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Messages - tacitus

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1
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 31 March 2020, 19:06:31 »
Exactly how I did it in the first place.

2
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 30 March 2020, 18:39:33 »
The item works.

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Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 30 March 2020, 02:02:50 »
It is, and I'm clear that the process is straightforward, in and of itself, it appears to be working. It builds the .arz file I want it to build, and it builds the mod  want it to build, with the exceptions of a few errors, 192, in my last try to be exact, all, to my knowledge with the same error msg. "error loading record file or associated template" this also happens with other, smaller mods though without apparent effect.

I can post a pic of my directory but I'm not so sure what's there to be seen...

4
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 26 March 2020, 17:53:25 »
I'm running it on the Main, which was the aim of all of this. I tried relocating the template folder which already appeared in the right directory, downloading templates which didn't do anything,really, and, last but not least verifying the game files via steam, which lead to the modded database file being recognized as faulty and subsequently replaced with a working one. I don't think it's only hinging on Atlantis templates though, since for example, the quest tab was missing, and the ctd in the artifact stash.

5
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 25 March 2020, 01:34:49 »
So I did get it all in and working now using your method of unpacking the database and repacking it, which surely would need to be done for lootables as well wouldn't it since they're just your standard .dbrs as well which wouldn't work outside of custommaps....

I do wonder how other people got custom items into the game, I do have some from years ago, I had an actual working Leonidas Amour for some time, no idea if I still have it or if or if it still works, and I still have some modified rings, some of which still work, others which don't, all of which I got via the multiplayer. Very strange indeed...

One unrelated question however. When building mods, especially when rebuilding my database.arz I frequently get errors, in which the ArtManager is unable to open certain files (template or resources)(and my database.arz file shrinks by every time I build it) probably resulting in strange bugs I experience now in game, mainly a black background on the main menu, missing ui elements or a ctd when trying to access the artifact stash. One solution that is mentioned is moving your working/templates folder to the required correct directory, but it already appears to be there, where it's intended to be. Or to install the templates via the ArtManager in the first place, which I tried, without apparent affect, probably because it's already there. One other idea was to direct the ArtManager to use an updated tool in the Atlantis dlc directory which doesn't seem to exist under any recognizable name or directory at least. All of these suggestions were in reference to a missing template folder (which I'm pretty sure exists where it's supposed to in my case) but the error message does suggest that it could have been a resource as well...
Any idea how i fix this?

6
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 24 March 2020, 01:33:59 »
If that's the way to go, I'l be sure to take precautions, though @soa didn't make it sound that way, but that may just be interpretation. Also, how come you say mp would be impossible? I remember seeing plenty of people running around in custom gear in normal campaigns in multiplayer

7
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 24 March 2020, 00:14:03 »
If it doesn't make any difference to you I'd be interested in all available methods. If it does, I'd rather know the easiest way of having the item at one specific retrievable point, edited chest or otherwise.

8
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 23 March 2020, 23:29:05 »
Just got it all working now, spawned my item. So first of all, thank you, this has been really helpful. However, one question remains, is it somehow possible to insert a custom item into the main Game making it playable there? I'm pretty sure it is, so how do I do it?

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Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 23 March 2020, 22:29:47 »
right. so in addition to my new .dbr. which I modify then build in the ArtManager, I then create a new world and in the Editor under the same name/ directory?

Also: I've resolved the blackscreen issue. Thank you. However, now my character won't move at all in the new map I've created. I've encountered and fixed this before but I can't for the live of me remember how. How could I fix this?

Again. Official Edit: Got it all working now, spawned my item. So first of all, thank you. However, one question remains, is it somehow possible to insert a custom item into the main Game making it playable there?

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Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 23 March 2020, 21:44:48 »
That file is in there because it doesn't hurt to try. Should that item.arz file be anywhere else in particular or just in the mod folder?

I've built the mod yes, but what do you mean by opening the mod/selecting in the editor?

Official Edit: I've resolved the blackscreen issue. Thank you. However, now my character won't move at all in the new map I've created. I've encountered and fixed this before but I can't for the live of me remember how. How could I fix this?

11
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 23 March 2020, 20:13:29 »
The screenshots, further information there.   

https://imgur.com/a/c5kkSFb

Keep in mind that I've yet been unable to test due to the bug. But my guess is that it's not working.

12
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 23 March 2020, 17:47:54 »
I've tried it again now, and, after some amount of tinkering, still without apparent success. My guess is I'm missing something quite fundamental, as a side effect of never Learning to mod properly but rather dipping my head into it from time to time.

So, what I have managed to produce is a mod or rather Custommap folder, housing both the .dbr in question, and an .arz file. nothing more as the effect of building the dbr, I'm guessing. The question is now, as that directory can't and won't be used by the editor, which only accesses resources .arc files to my knowledge, if any additional steps would be required, which would possibly create the file in question at the right location; do I have to auto create an asset e.g. even if I want the mod to use the original assets of the item, and didn't create any myself, in the style of making a custommap? Is the source folder in the art manager supposed to be empty for the duration of the project?

Also speaking of custommaps, in testing I've ran into another issue, one bug, through which, when loading the map in question, everything but the ui is just a blackscreen, My guess is that the assets/ .map file is empty due to the short build time in the art manager and the short loading time ingame thereafter. One suggested solution for this is moving your TQ documents, then reopening the art manager. I've done this in the following order, also with no apparent effect: Moved TQ IT folder from "My Games" to Desktop> reopened the ArtManager and let it reload resources> closed the ArtManager> moved the folder back> reopened the ArtManager and tried to build the map again after deleting the old .map file

Lastly, with verification, I was referring to this:
Verification
enter numbers only: [random sequence of letters, numbers and symbols]

which has to be done each time when posting.

Thanks again, for the help.

13
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 20 March 2020, 19:54:20 »
First of all, thank you for the manual, this is the first helpful thing I've seen on the topic.

A couple of questions though. Having followed the instructions I modified the properties of an item and let it use it's original textures, then modified a chest to drop the item as a bonus, and renamed then built both .dbrs, if this process though described quite briefly is correct, I'd like to ask how you'd get either the item and or the chest to be accessible in the editor to be placed in a custom map, or any modified object, really. Apologies if I missed something.

Also, general question, couldn't you have used a less clunky system for verification? ;)

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