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Texture & Skin Modding / Re: 2-handed weapons posibilities
« Last post by HekTo on 15 March 2024, 21:46:39 »As you can see from the video, these are not “real” items, but relics in which the bitmap is taken from the replacement item.
In the bounce mod, relics are created in the files (.dbr) dropMeshOverride with .msh from the desired item.
Also, automatically after starting the game, a dll is injected that slightly changes the code. Every time a user tries to apply a relic that does not have an empty dropMeshOverride (I haven't checked, but I'm sure all relics from the original game do not use dropMeshOverride) my dll gets the value from dropMeshOverride and uses it to replace the original .msh. I made it so that it does not depend on or affect the original relics, so that such modified "relics" are not applied (not added) to the item (normal relics are applied).
Also, if an item has “effects” (like Yin and Yang from the video), then the first time it (the modified relic) is applied without effects, and if effects are needed, it must be applied again.
Problems:
1. Objects in the character window and in the “portrait” (upper left corner) do not change. Actually, I don't care, even I can't fix it.
2. If you throw away a “modified” item, it will become “normal”. This doesn’t bother me either, on the contrary - if the item was “changed” constantly, then I would have to “rack my brain” to come up with a way to “clean” the item.
3. “Changes” to an item are not saved in any way, even if you simply exit to the main menu, the changes disappear. Yes, this is a serious problem, but I do not exclude the possibility that I can come up with something. But for now, I made sure that “modified” relics do not disappear from the inventory after use (normal ones still disappear).
4. Equipment uses different .msh for female and male characters, in this test version you need to create different relics for female and male characters. But I know how to fix it, I’ll do something like (in dbr): dropMeshOverride,Female.msh;Male.msh, and then in the code I’ll use the required .msh depending on the gender
In the bounce mod, relics are created in the files (.dbr) dropMeshOverride with .msh from the desired item.
Also, automatically after starting the game, a dll is injected that slightly changes the code. Every time a user tries to apply a relic that does not have an empty dropMeshOverride (I haven't checked, but I'm sure all relics from the original game do not use dropMeshOverride) my dll gets the value from dropMeshOverride and uses it to replace the original .msh. I made it so that it does not depend on or affect the original relics, so that such modified "relics" are not applied (not added) to the item (normal relics are applied).
Also, if an item has “effects” (like Yin and Yang from the video), then the first time it (the modified relic) is applied without effects, and if effects are needed, it must be applied again.
Problems:
1. Objects in the character window and in the “portrait” (upper left corner) do not change. Actually, I don't care, even I can't fix it.
2. If you throw away a “modified” item, it will become “normal”. This doesn’t bother me either, on the contrary - if the item was “changed” constantly, then I would have to “rack my brain” to come up with a way to “clean” the item.
3. “Changes” to an item are not saved in any way, even if you simply exit to the main menu, the changes disappear. Yes, this is a serious problem, but I do not exclude the possibility that I can come up with something. But for now, I made sure that “modified” relics do not disappear from the inventory after use (normal ones still disappear).
4. Equipment uses different .msh for female and male characters, in this test version you need to create different relics for female and male characters. But I know how to fix it, I’ll do something like (in dbr): dropMeshOverride,Female.msh;Male.msh, and then in the code I’ll use the required .msh depending on the gender