February 10, 2018 at 4:16 pm #5997
This is a thread for questions about how the game code works, how to edit a specific thing or how a certain function runs.
February 10, 2018 at 4:32 pm #5998
I’ll start, suprisingly enough:
In HeroDescribe the models of the playable characters are determined. For example, Jaques Cassard being the fifth hero in the order has the following line:
Those models are all found as .GM-files in …\ERAS2.6\RESOURCE\MODELS\Characters. So far so good. But the texture files in …\ERAS2.6\RESOURCE\Textures\Characters are not named in a corresponding manner. How does the game knows what texture should be combined with what model, how do you find a specific characters textures?
February 10, 2018 at 4:53 pm #5999
The textures used are specified inside the model.gm file. You can see a list of the textures used in the GMViewer.exe tool that is part of the modder tools that PA! provides somewhere in their downloads section.
Without that tool, you can still see them if you open the .gm file and toward the beginning of the file the word “materal” will be followed by a list of words that are not jumbled like the rest of the binary and you can see the .tga file names used.
February 10, 2018 at 10:54 pm #6008
To edit a model to only specify a new texture – for example suppose you wish to copy a model and then paint a new cuirass in the texture file – what is the simplest way of doing that?
February 17, 2018 at 8:56 pm #6040
If you don’t change the model in a modeling program, the other alternative is to use a Hex editor.
Open the .gm file, find the texture name it uses, and in the Hex Editor, change the texture name, but you have to use a name that is exactly the same character file name length of the original texture name. Save new .gm file.
February 10, 2018 at 5:49 pm #6001
There is also an anim viewer utility that some Russian devs/modders made (for SOFS I think?) which will actually allow you to see the texture on the character in the utility which GM viewer does not (it only shows them on ships).
Also remember because PA! has had a tendency in the past to hide or move topics/links, I made our own place to get the set of necessary modding development utilities a couple years ago.
See this topic which has links to many different useful programs and utilities: https://buccaneersreef.com/forums/topic/ship-modeling-and-modding-tutorials/
AND this is our own Buccaneer’s Reef DL for some of those tools:
February 21, 2018 at 11:34 am #6046
Is there a way to modify the value of the perks, add conditions and add new perks to the game?
February 22, 2018 at 6:33 pm #6057
It’s certainly possible, but it’s fairly involved to add new.
To alter/mod the values, just search the entire script code base for the perk name in question, and modify the logic.
To add new, one would have to add them to the perk initialize, add strings to INI files for the display names, alter the perk texture with a new on/off icon image (there look to be 5 slots available in the current textures), then add all the new logic to select the perk (whether there are dependencies on others, like one has to be obtained before the new one, similar to Advanced Defense needing Basic first), then add the logic in all appropriate spots to check for perk and modify behavior (Example: If some sort of fighting perk, need to find all the attack/fight code that checks other, similar perks and add your stuff there).
The first place to start, is INTERFACE\perks\perks_init.c, find the ChrPerksList and you will note that each of them has a .name (Example: .HardHitter), then search the entire code base for HardHitter and see what they do for that in the various code, like LAi_fightparams.c, where you can see where the decrement the enemies energy for the effect of tiring out the opponent.
April 14, 2018 at 2:19 pm #6219
how to take screenshots and where will the game store them?
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