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| 7,62 Tactical action game, sequel to Brigade E5 |
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#1
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Oh, very good point! Thank you very much, I guess I'd assumed the G36KE and G36E were the same, but that makes more sense. =p Thanks!
And also, thank you very much for telling me about the INI there, but I can't seem to find some of the Mercs, like Spartan and Dimwit and such. I assume they're there somewhere, right? Edit; Ahah! I found it. Searching the ActorsINI for 'Mercenary' shows all the mercenaries, or at least the default ones. There's a total of 32 files with Mercenary in it, one of which is 'Player7' for some reason. So I believe that answers my question for the most part, thank you again! Edit2; I have another question, actually... in the Mercenary files, there are a few stats that don't seem to apply in game, and most of them are labeled 0 anyways, except one. They are LRK, TMP, LED, CHA, & TRD, with STH having a value. I can't seem to figure out what these are... do you guys know? Edit3: Erm... another problem. I'm doing the first stuff, just got my first gun, and am trying to do the shootout with the four bandits. For some reason though, it seems to crash every so often while trying it (Which is pretty difficult- always seem to get shot in the head by that last fellow) so it's a bit inconvenient. I haven't modified anything in the game yet, so I don't think I did anything wrong. Edit4: Alright, LAST question, then I'll cool it for a while. =p How does one go about editing the portraits and models of characters, as well as their background and what they say? I realize that these things are much more complicated, but I have a fellow here willing to modify the models for me for a special game I'm going to be running, and we need to figure out how. The editing of what the mercs say, I imagine, would be a matter of making new .wav files and editing the SUBTITLES config, right? Anyways, thanks again for the help, guys. If I can figure out how to work all this stuff I'd be willing to help you guys with your mod if you need the help. I would also like to edit how much they cost, and maybe scale their weapon loadouts and costs to the current CGL level, but I'm not sure how to go about either. Last edited by Aderas; 11-25-2009 at 12:47 PM. |
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#2
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As for the Character models, those are much more complicated. You need to familiarize yourself with how the structure work in their individual \Actors\Monsters\*.azp files. There is an *.ACT file for various variants for the model, like model for head, body, with helmet, armor and so on. Some of these *.act files is in binary format so you need to use a binary editor if you're going to use a different name for the new textures. Once you've figured that out you need to find the texture for that specific model located in the \Media\Actors folder in one of the AZP archives. New mercenary comments are hard coded and a bit trickier, you need to make replace function of their comment phrases in the source code and compile those in a new mod. Once that is done you can edit the subtitles file to use the new wav files if you made any. Merc prices are also hard coded, but you can use the outsourcedini mod from the BFX mod to make it simple. In the ini folder there is an ini file by that name where you can edit those values. To alter the characters inventories, use the built-in inventory editor. just open their *.inv files located in the InventoryINI folder and go crazy. To start the inv editor, make sure you have the fixed 1024 TGA's installed that somes with the patch and edit the shortcut to say something like "D:\Games\7.62\E6.exe" -editor in the target window. Have fun and remember, "The one asking questions increases the wisdom of many" R@S |
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#3
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EarlJameson "3600" //Earp ManchuChung "2500" //Cobra MazzyLiklik "4400" //Ali) But changing those didn't seem to have any effect, and I can't open the files in the outsourcedconfig mod. Quote:
I am indeed having alot of fun working with this game, in both the technical aspects and the gameplay. And, aye, I thank you for answering all the questions I'm asking! It is very greatly appreciated. Last edited by Aderas; 11-26-2009 at 02:57 PM. |
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#4
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http://www.strategyfirst.com/forum/s...ad.php?t=35337 But you can also extract and pack it manually in the command prompt, but that's a hassle and win commander is a lovely and easy tool to use. Check the mod kit for instructions and syntax if you choose to do it manually. Quote:
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Here's a link to the mod-kit and source code. It's in russian so you need to use google translate if you wanna use it. The English source code has never been released, so you have to make due with this. 7.62 - Mod-kit and Source Code Quote:
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#5
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Awesome, thank you very much again! I'll work on it later tonight and see if I can get it all figured out. Have a happy thanksgiving if you guys are celebrating it!
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#6
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Sorry it's taken me a while to get back to you folks on this.
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I'm going to start looking into the source code either way, so I'll look around that stuff. |
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#7
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The trading skill is calculated for the merc you use when talking to the trader, not the others in your team.
The Total Commander plugin works fine if you follow the instructions to the letter. Hundreds of people have managed to get it to work and if it doesn't work for you there's something you've missed. But you can do it in the cammand prompt too, the syntax is something like "AZP x file.azp c:\folder" depending on where and which file you plan to unpack. Just make sure the AZP.exe and archive is in the folder you run the command from. Easy piecy |
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