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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431455 times)

Rose

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3825 on: September 01, 2011, 09:53:45 am »

there's a handy guide that comes with DF, actually.
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3826 on: September 01, 2011, 12:41:38 pm »

Hi i am interested in creating graphics for custom created creatures, is there a how-to guide on how to do this floating about anywhere? A search of this forum  for " creating graphics " failed to yield an answer sadly and the wiki appears bare  :(
I found it easiest to download an existing pack with custom graphics (Phoebus, Ironhand, etc) and poke around in their files to see how it's done. You're looking for the stuff in the raw\graphics\ folder.
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Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3827 on: September 01, 2011, 12:59:30 pm »

For this you can use
[MATERIAL_BREATH_ATTACK:<material>:<type>]

Valid types are
TRAILING_DUST_FLOW
TRAILING_VAPOR_FLOW
TRAILING_GAS_FLOW
SOLID_GLOB
LIQUID_GLOB
UNDIRECTED_GAS
UNDIRECTED_VAPOR
UNDIRECTED_DUST

I'm not very familiar with it, but I think you have to create a "flame" gas material with fixed temp, and then use it.
Yes I could use this and I may give them an attack like this, but for now I want it to use an attack that will only effect a single opponent and the breath attacks will inflict damage over a large area.
Additionally giving them an attack to burn their target is the easy part, tricky part is getting a single caste fireproof. But thanks anyways for the attempt.

Will respond with creature edits in 6hrs our so. I had already edited it, but accidently hit tab and backspace, and I don't have the time to redo it now.
Okay thanks for the help. Sorry for the messy creature file, it's put together quite haphazardly.
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ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3828 on: September 01, 2011, 02:27:48 pm »

-Snipped, Again-
Alright, I've finally got time.

Spoiler: Edited Raws (click to show/hide)
(I've added spaces to a lot of places, so it's easier on the eyes)
The theory I came up with the first time I edited this, is that the caste issues are because all the castes have the exact same material roots. So that when one caste changed a material, all other castes felt the effect. But because each caste (special castes anyway) has its own material definition, or "root", editing them should be harmless to other castes. Unfortunately I can't test these changes myself, so I have to hope you can prove me correct  :P
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3829 on: September 01, 2011, 06:00:36 pm »

For this you can use
[MATERIAL_BREATH_ATTACK:<material>:<type>]

Valid types are
TRAILING_DUST_FLOW
TRAILING_VAPOR_FLOW
TRAILING_GAS_FLOW
SOLID_GLOB
LIQUID_GLOB
UNDIRECTED_GAS
UNDIRECTED_VAPOR
UNDIRECTED_DUST

I'm not very familiar with it, but I think you have to create a "flame" gas material with fixed temp, and then use it.
Yes I could use this and I may give them an attack like this, but for now I want it to use an attack that will only effect a single opponent and the breath attacks will inflict damage over a large area.
Additionally giving them an attack to burn their target is the easy part, tricky part is getting a single caste fireproof. But thanks anyways for the attempt.

Well, SOLID_GLOB should only hit one target at a time.

Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3830 on: September 01, 2011, 06:55:53 pm »

(I've added spaces to a lot of places, so it's easier on the eyes)
The theory I came up with the first time I edited this, is that the caste issues are because all the castes have the exact same material roots. So that when one caste changed a material, all other castes felt the effect. But because each caste (special castes anyway) has its own material definition, or "root", editing them should be harmless to other castes. Unfortunately I can't test these changes myself, so I have to hope you can prove me correct  :P
[/quote][/spoiler]

[SELECT_CASTE:(caste name)]
   [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:3]
      [COLDDAM_POINT:NONE]
      [HEATDAM_POINT:NONE]
      [IGNITE_POINT:NONE]
      [IF_EXISTS_SET_MELTING_POINT:15000]
      [IF_EXISTS_SET_BOILING_POINT:20000]

as for stone skin

[SELECT_CASTE:(caste name)]
[REMOVE_MATERIAL:SKIN]
[REMOVE_TISSUE:SKIN]
[TISSUE:SKIN]
   [TISSUE_NAME:skin:NP]
   [SCARS]
   [TISSUE_MATERIAL:INORGANIC:(stone or metal)]
   [RELATIVE_THICKNESS:1]
   [HEALING_RATE:100]
   [VASCULAR:1]
   [PAIN_RECEPTORS:5]
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
CHANGE THESE TO WHATEVER YOU DESIRE

then cut and plaster this line in the
[SELECT_CASTE:ALL]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
its usally found under the [BODY:...] defintions.

Now I haven't tested this to work any bugs out, I'm shamelessly drained. And can't really think straight.
Advanced aplogizes for any woh are offended, this is not ment to be offensive.
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3831 on: September 01, 2011, 07:03:19 pm »

-Snipped, Again-
Alright, I've finally got time.

Spoiler: Edited Raws (click to show/hide)
(I've added spaces to a lot of places, so it's easier on the eyes)
The theory I came up with the first time I edited this, is that the caste issues are because all the castes have the exact same material roots. So that when one caste changed a material, all other castes felt the effect. But because each caste (special castes anyway) has its own material definition, or "root", editing them should be harmless to other castes. Unfortunately I can't test these changes myself, so I have to hope you can prove me correct  :P

I'm pretty sure that materials are a creature-level thing, not a caste-level thing. So if you have caste A and caste B and both have a JELLY material, you can not make it red JELLY for A and then edit the material later for caste B to make it a purple JELLY - all JELLY would be purple because it was the last edit.

If you want differing materials for castes in the same creature, you need to have multiple materials - in the above case, a JELLY_RED and a JELLY_PURPLE material.

Not sure if this applies to tissues as well.
« Last Edit: September 01, 2011, 07:05:17 pm by Kweri »
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Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3832 on: September 01, 2011, 08:07:24 pm »

Thanks for the fork that you put into that looking through my creature file. however it still isn't working quite right. I decided I'm going to create a new set of material template that are fire proof which should work to just make a single caste fireproof. And I also think I thought of a way to make just the golem cast made of stone, I will report back soon with news of my hopeful success.
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Ross Vernal

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3833 on: September 01, 2011, 09:41:29 pm »

This is a newbly set of questions, because my forum-fu sucks.

1. Are whips still death machines, and if so, how do I make them less killy?
2. What can I do to make skulls more like bone and less like cardboard? When a silk tunic can tear the brain, we've got a problem
3. Is there anything I can do to make Elves eat any body parts they see laying about, possibly including their own?

I managed to find the elf diplomat thread, but aside from that, assume that the only thing I have done to my raws is to make Dorfs able to eat gobbos and elves.
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Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3834 on: September 01, 2011, 09:45:54 pm »

I managed to get some signifigant progress done with my creature!

I managed to make the golem caste made of granite I managed to do this by defining it to use granite in it's body plan instead of normal tissues.
Code: [Select]
[TISSUE:GRANITE]
[TISSUE_NAME:granite:granite]
[TISSUE_MATERIAL:INORGANIC:GRANITE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:GRANITE:GRANITE:GRANITE:GRANITE:GRANITE]

And I have also made some strides in making a single caste fireproof, this required some more work. Namely I had to create a new fire proof material and tissue for all the tissues used for it, and this still doesn't supply it with the level of fireproof that I would want. And Instead they will "die in the heat" after being submersed in lava after quite a while of time.
Code: [Select]
[BODY_DETAIL_PLAN:FIRE_PROOF_MATERIALS]
[BODY_DETAIL_PLAN:FIRE_PROOF_TISSUES]
[REMOVE_TISSUE:HAIR]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN2:FAT2:MUSCLE2:BONE2:CARTILAGE2]
Thanks to everyone who gave ideas, and if anyone has any advice to further increase the caste's fire proofness would be welcome :D
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Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3835 on: September 01, 2011, 09:49:46 pm »

This is a newbly set of questions, because my forum-fu sucks.

1. Are whips still death machines, and if so, how do I make them less killy?
2. What can I do to make skulls more like bone and less like cardboard? When a silk tunic can tear the brain, we've got a problem
3. Is there anything I can do to make Elves eat any body parts they see laying about, possibly including their own?

I managed to find the elf diplomat thread, but aside from that, assume that the only thing I have done to my raws is to make Dorfs able to eat gobbos and elves.

1. I believe they are still quite efffective, I think the most common method to reduce their damage is to reduce their velocity multiplier.

2. You can make skulls stronger by making increasing the strength of bones (skulls are made of bone) this will affect all the other bones in the creature. I'm not sure what is exactly the easiest way to do this.

3 Elves will already eat other body parts of intelligent creatures, not sure if they will eat their own though.
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Ross Vernal

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3836 on: September 01, 2011, 09:56:29 pm »

Thank you!

I have no idea how to do any of those things. I don't know which files to edit, where, or by how much.. I suppose I should poke around and try to figure it out on my own? o.o

Will they actually consume corpses and body parts if, say, I drop one into a pit and dump all the other elf corpses in there?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3837 on: September 01, 2011, 09:57:40 pm »

I've only seen elves eat corpses in world gen, after battles. I doubt you'd be able to get it to work in a fort.
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Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3838 on: September 01, 2011, 10:11:30 pm »

I don't think that they can actually eat things when you are in fortress mode, pretty sure they will only eat in world gen to not starve.

okay well then here is some steps on how to do that stuff.

Also if you are trying to edit a world that you are currently using you will have to go to (your DF folder)>data>save>(your region number)>raw>objects. Otherwise you can just do the changes in (your DF folder)>raw>objects and all the changes made their will affect all the newly made worlds.

1) Open the file labeled item_weapon and at the top you should see [ITEM_WEAPON:ITEM_WEAPON_WHIP] then just below that you should see a line that starts with [ATTACK:BLUNT....] the number at the end is the attack's velocity multiplier and with it at 5000 it recieves a multiplier of 5 so changing it to something a little bit lower (like 2000) will make them less deadly.

2) If you want to make all skulls (and bones with them) stronger then open up the file called material_template_default and find the [MATERIAL_TEMPLATE:BONE_TEMPLATE] then you will want to go down near the bottom of the bone template and replace all the lines from [IMPACT_YIELD:200000] to [BENDING_STRAIN_AT_YIELD:100]. with this
Code: [Select]

      [IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319]
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73]
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189]
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]

this will make all the bones, and skulls, for every creature have the same strength as iron.

If you just want to make a single creature's skull stronger then just put this in the creature's file (if you can't find the creature tell me which)
Code: [Select]
[SELECT_TISSUE:BONE]
[TISSUE_NAME:bone:bone]
[TISSUE_MATERIAL:INORGANIC:IRON]
and this will make that creature's bones stronger.

Hope this helped :D
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Ross Vernal

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3839 on: September 01, 2011, 10:32:44 pm »

New game on the way, so I figured I'd edit my raws now.

Thanks for the guide! Will do later, after Wipeout finishes. I'm looking for trap inspiration. xD
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