random modding questions...

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octoburn

Grandmaster Knight
Okay, a couple of questions...

First, is there a way to disable all of the menu pictures? I've tried numerous tricks for this, but none have worked completely.

I tried scaling down the picture "meshes" both in the BRF and in the module system. No dice.

I tried setting them to transparent materials, using the same material as my transparent map, but it still leaves something like a shadow on the screen.

I managed to disable the ones that are defined in the game menus, but the ones on the main loading screens still pop up.
-fixed, thanks to Hokie.

Can you make the startup screen (after character creation) jump straight to a conversation rather than to the map? I figure this is possible, just haven't tested it yet. I want to make it where you have to go through a training "academy" (similar to, but more extent than the native tutorials) before you go into the game. -think it'll work, thanks to jik.

EDIT:
Is it still possible to make the "camp" option jump to a scene rather than a menu? I believe this was a feature in one of thw early versions of craftmod, but I haven't checked that out in a while. -looks like the solution is found. have to test it though.

Is it possible to edit the color of all text in the game? I know you can edit them for strings and menus, but haven't found how to in other situations. -fixed alot of it, but some fonts are still the native really, really red, almost black color.

Has anyone figured out a simple way to change the font in the newer versions? it was pretty simple before, but this font.dds file looks pretty tedious.

EDIT 2: Is there a way to make something translucent and reflective at the same time? I want to make helmets with visors, but don't want the generic "blacked out" visors. This is probably something more technical than i can handle.

-

I'm sure I will have more questions, but this is all I can think of now. :grin:  thanks in advance.

 
Just replace all the pic_*.dds textures with an all white texture to remove them, that is what I did in my mod for the ones I didn't replace.

for the color, take a look at module_game_menus.py, there is a menu_text_color() that looks promising.  I also had to edit some of the overlay colors in game_variables.txt in my mod.
 
octoburn 说:
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Can you make the startup screen (after character creation) jump straight to a conversation rather than to the map? I figure this is possible, just haven't tested it yet. I want to make it where you have to go through a training "academy" (similar to, but more extent than the native tutorials) before you go into the game.
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I beleive so, or you can just use the tutorial trigger (very first trigger in module_triggers.py) and change what it points to.  I have yet to try this next idea, but I wanted to do something similar in my Bloodlines mod.  I have went through and changed the starting menus to offer just 2 choices (for my mod, it was your mother and father from a list), but I'm pretty sure that you can have it go somewhere else before the main map appears.  What I am hoping to do is start with a battle, then move to a tournament (the story line will set the flow if that seems odd).

Again, all this is not tested, and I have not the time to test it yet, but it should be doable.
 
HokieBT 说:
Just replace all the pic_*.dds textures with an all white texture to remove them, that is what I did in my mod for the ones I didn't replace.

thanks, this worked marvelously.  :mrgreen:

HokieBT 说:
for the color, take a look at module_game_menus.py, there is a menu_text_color() that looks promising.  I also had to edit some of the overlay colors in game_variables.txt in my mod.

I went through the menus and changed those. I also went through and changed the ones in game_variables. there still seems to be a few places the text reverts to it's default color.

@jik: yeah, I figured that, just like you, haven't tested it yet though.
 
octoburn 说:
EDIT:
Is it still possible to make the "camp" option jump to a scene rather than a menu? I believe this was a feature in one of thw early versions of craftmod, but I haven't checked that out in a while.
What you could try is this

in game_menu search for "camp_action_1", that'll give you the menu for camp. Change this so instead of having the menu options, simply make it jump to a scene.

use the flag "mnf_auto_enter" for the menu, this will make it automatically select the first menu option (thanks to jik's tutorial for that bit of info). So if you make the first menu option (jump_to_scene) then it should take you straight to your scene. And you can use the consequence clauses of the menu item to set up your scene or use the conditions block to select between different scenes based on whatever you want
 
Thanks, that should work. I will give it a try when I get home.

Updated the first post with a few new questions.
 
there are semi-transparent eyepieces and shooting glasses in my mod.  I don't have the BRF file with me but you should look at that for an example.  I don't think mine are reflective but that can probably be fixed by switching the shaders or some of the other stuff on the material.
 
I checked the eyepeices out. they're set as transparent, basically alpha'd to transparency. didn't look at it in game, but I'm guessing there's no reflectiveness to that.

I just need to figure a way to make sure you have a sense that there's a visor there. I don't want the blacked out visors, but I also don't want them to look like there's absolutely nothing protecting the face.
 
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