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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