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Lets kick off modding! :D

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Too-DAMN-Much's picture
Piledriver
Kickstarter Backer
Posts: 887
Submitted: Tue, 18/03/2014 - 02:27

suicidal_banana wrote:
Too-DAMN-Much wrote:
isn't the jury still out on whether or not stainless are going to implement the dirty/clean texturing for C:R?

If you look closely you will see that the damaged parts get a darker tint red texture, so i would say the jury has decided, there is a damage texture. :)

nice, i hear you've swapped in the original repair sound too, nice nostalgia hit there.

"if he smiles, start running"

"keep asking stupid questions"

trolling is apparently anytime your opinion is different than mine, i'll also accuse you of baiting if you refuse to change your opinion by force.

Mr.Deviance's picture
Piledriver
Posts: 744
Submitted: Tue, 18/03/2014 - 02:30

He swapped the tire sounds and the car smashing sounds too with carma 2 sfx.

Too-DAMN-Much's picture
Piledriver
Kickstarter Backer
Posts: 887
Submitted: Tue, 18/03/2014 - 02:34

Mr.Deviance wrote:
He swapped the tire sounds and the car smashing sounds too with carma 2 sfx.

clearly.

"if he smiles, start running"

"keep asking stupid questions"

trolling is apparently anytime your opinion is different than mine, i'll also accuse you of baiting if you refuse to change your opinion by force.

Mr.Deviance's picture
Piledriver
Posts: 744
Submitted: Tue, 18/03/2014 - 07:46

Why would anybody not use their own account on the forum and instead make a different one?
It makes no sense.
Sounds like a lie to me but I don't really care to judge anybody.

Edited by: Mr.Deviance on Tue, 18/03/2014 - 08:00
Gorth_le_Barbare's picture
Fluffy Bunny
Kickstarter Backer
Posts: 15
Submitted: Tue, 18/03/2014 - 09:05

2 easy modifications :
Remember to backup your files first.

Drive the APC :
Open veh_base.zad with something like 7zip. Go to the \Data_Core\Content\Vehicles\ directory.
Rename the "APC" folder to a selectable vehicle, let's say the "Eagle_R". Rename "Eagle_R" folder to "APC". Of course you will need to temporary rename one of the folder to not have 2 folders with the same name.

Moar peds :
Open lev_frosty_pass_snow_arena.zad with something like 7zip. Edit the file \Data_Core\Content\Environments\Frosty_Pass\levels\EarlyAccess_SnowArena\Pedfile.xml. Change each CPedSpawnSpec:Set_Count() to add peds. Here's my file for 4x more peds, nearly 1600 ! http://pastebin.com/Lvda88KX If you download this file, delete the .txt extension and be sure your that the filename is "Pedfile.xml" before adding it to the .zad.

Expect slowdowns, it still playable for me with this amount of peds, but it was mostly to see how the game react.
Let's go for ped surfing and girl on girl action !

lemonrev's picture
Velociraptor Fister
Kickstarter Backer
Posts: 1627
Submitted: Tue, 18/03/2014 - 09:14

Gorth_le_Barbare Great going on the APC and also for the amount of peds on the map at any one time, i think thats way over kill but to test the games limit why the fuck not, so good for you , lets see who else does this :)

Too-DAMN-Much's picture
Piledriver
Kickstarter Backer
Posts: 887
Submitted: Tue, 18/03/2014 - 09:40

lemonrev wrote:
Gorth_le_Barbare Great going on the APC and also for the amount of peds on the map at any one time, i think thats way over kill but to test the games limit why the fuck not, so good for you , lets see who else does this :)

honestly, i did find myself wanting a few more peds in general, maybe not thousands, but just a little bit more, might have to give that a little adjustment sometime.

"if he smiles, start running"

"keep asking stupid questions"

trolling is apparently anytime your opinion is different than mine, i'll also accuse you of baiting if you refuse to change your opinion by force.

Trent's picture
I was in the War!
Community VIPKickstarter BackerCompetition Winner
Posts: 2989
Submitted: Tue, 18/03/2014 - 17:46

A couple of new things.

LOL Decoder Package

I knocked together a little utility which changes the 6th byte of the LOL files, runs luadec and saves the output to the original file. You just drag the LOL file over LOLDecoder.exe and it's decoded.

I've packed the tool up along with luadec5.1, which it obviously needs to do the actual decompiling. Grab it from here:

Edit: Version 1.2 available here, now uses Unluac instead of Luadec5.1 http://trent.incarnated.co.uk/downloads/LOLDecoder1.2.rar

Car File Formats Investigation

I've been doing some digging into the models.

It looks like the CNT files are hierarchy files, which specifies how everything is attached together and the skeletal structure, it references the different MDL files. The MDL files are obviously individual parts of the models, split automatically from the original model (Probably an FBX or DAE file?) by a compiler.

There are also two XML files:

SystemDamage.xml: This associates the different parts of the cars with the different damage areas, such as engine, transmission, wheels, etc. It can set parts to be Solid or Curshable, along with defining how much damage to that part contributes to whether you're wasted or not and how much it has an effect on steering or drive.

Structure.xml: This file defines more hierarchy info. Unlike the CNT file which seems to be the actual model hierarchy this seems to be for the physics hierarchy. It defines what part's welded to what, how crushable parts are, strength of joints, particle emitters, chance of failure, inverse kinematic functions, physical properties and a lot more. As far as the meat of setting up a car goes, this file is the main course. Looks like it will take quite some time to document what everything does in this file.

There's a vehicle_setup.cfg which has a few extra settings related to sounds, particles and skid marks but there's little point in paying attention to it right now as it says at the top:

vehicle_setup.cfg wrote:
This should probably be replaced by a lua file that looks something like this

Obviously TDX files are the textures, MT2 files are also XML and contain basic material information, such as which textures the material uses, which other MT2 to base it off. The base MT2's are in primary.zad/Data_Core/Content/Materials and have a ton of material information in them, they can define rendering passes and even have Shader code right in them. Very powerful files. As for the MTL files, I'm not sure what they're for exactly, they could be legacy formats or maybe they're instanced versions of MT2's with specific options, I'm really not sure yet.

The last type of file in the car's folder are .light files, which we all can guess are used to control the lights attached to the car, setting things like colour, strength, etc.

Edited by: Trent on Wed, 19/03/2014 - 15:14

suicidal_banana's picture
Cunning Stunt Licker
Kickstarter Backer
Posts: 262
Submitted: Tue, 18/03/2014 - 18:02

Sweet tool Trent, works great, thats one less tool on the todo list i guess :P
Also like your details on the cars, didnt know some of those things :)

Added to first post

Ooooh, hard nipples. Noooo.... :( *limp nipples* Hmmm, vanilla nipples!

FatCat's picture
I was in the War!
PayPal Backer
Posts: 2642
Submitted: Tue, 18/03/2014 - 19:39

Oh hey, so you can swap wheels independently of cars eh?
Sounds like this model of mine will get some action after all, Twister, here i come!

At least, as soon as model modding gets all figured out, Thank you for all the hard work you're doing Trent!

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