Creating fmps [message #52700] |
Sat, 11 July 2009 10:37 |
jwc2200
Messages: 845 Registered: March 2008 Location: Texas
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Administrator
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I have been modding for over a year now, and still have trouble with creating fmps. The instuctions I have seen say to "include ALL of the entries that you changed". I made an fmp that takes away the glow of Physical Shield, I put the SPECIAL_ABILITIES_PHYSICA L_SHIELD_DEF_INSTANCE from the window on the left. This worked for the glow itself, but did not include the cdef changes that take away the flashes when the shield is turned off and on. I tried again to be sure I had made those changes on this game.bin, the flash effects are still there when I use the fmp on a clean game.bin.
How do I get cdef changes into my fmp?
Recolor Compilation #1
Recolor Compilation #2
Make Back-Ups
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Re: Creating fmps [message #52788 is a reply to message #52700] |
Wed, 15 July 2009 13:59 |
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Ok this has been a while, but let me try to explain...
Any CDef is a seperate entry in the game.bin, so you have to include every CDef you've changed in your fmp.
To clarify this; say we make a new weapon, these could be the entries involved:
the main part is the OBJECT entry itself (game.bin -> OBEJCT), this links it all together, then theres the rest
the mesh (graphics.big entry),
the texture (texures.big),
the description (text.big),
the damage (game.bin -> CWeapondef)
the cost and description (game.bin -> CInventoryItemDef)
the augmentations (game.bin -> CObjectAugmentationsDef)
And so on.
All these entries should be made as new ones; don't change any existing entries.
Now all those new entries have to be included in the fmp, or this stuff won't work.
Same goes for your SPECIAL_ABILITIES_PHYSICAL_SHIELD_DEF_INSTANCE.
Don't change an existing CDef, but make a new one -> link the SPECIAL_ABILITIES_PHYSICAL_SHIELD_DEF_INSTANCE to the new entry and include the new CDef in you fmp.
this is not an exit.
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