Home Gothic Gothic II Gothic 3 Downloads Forums
World of Gothic
 

   
official Release Date for Gothic 3: 2006
World of Gothic
World of Gothic
 - Home
 - News Archive
 - Poll Archive
 - Forums
 - Image Hosting
 - Gothic Shop
 - Gothic Fanart
 - Official Site (ger.)
 - Official Site (eng.)
 - To Gothic Zone
 - To Gothic II Zone
 - To Gothic 3 Zone
 - Gothic II Database

 
betrifft nur G1:

Nur ein Anker Modify an existing armor by changing the texture

Author: roXtar

There is one very simple way to create a "new" armor:
You don't need to own an expensive 3d program. You just have to know, how to use a graphic program and how to convert the gothic-textures to tga-files (using (GothicVDFS)? or (GoMan)?).

Okay, let's start.
First, open the texture, which belongs to the armor you want to change, with a graphic program of your choice. Now you can modify the texture, e.g. color it in green:

roXtar_ruestung.jpg

If that's done, save the texture not with the same name, but just replace the VX with VX+1

Exemplum gratia:
instead of
Hum_GrdM_Armor_V0.tga
use
Hum_GrdM_Armor_V1.tga
If that does already exist, use
Hum_GrdM_Armor_V2.tga
and so on ..

Successful? Good, the biggest part is done. Now we have to write a script for our new armor. Simply open the Armor.d (located in Gothic\_work\data\scripts\content\items) and add the following lines:

INSTANCE MY_ARMOR(C_Item)
{
//The name, that is shown in the game
name = "My Armor";
mainflag = ITEM_KAT_ARMOR;
flags = 0;
// How much protection would you like to have?
protection [PROT_EDGE] = 55;
protection [PROT_BLUNT] = 55;
protection [PROT_POINT] = 10;
protection [PROT_FIRE] = 25;
protection [PROT_MAGIC] = 0;
//Good armor - good price
value = 500;
wear = WEAR_TORSO;
visual = "grdm.3ds";
visual_change = "Hum_GRDM_ARMOR.asc";
//Okay, attention now!
visual_skin = X;
//Here you must replace the X with your number after the V in your new texture.
//If your texture is named Hum_GrdM_Armor_V1.tga, you have
//to write visual_skin = 1;
material = MAT_LEATHER;
description = name;
TEXT[1] = NAME_Prot_Edge;
COUNT[1] = protection [PROT_EDGE];
TEXT[2] = NAME_Prot_Point;
COUNT[2] = protection [PROT_POINT];
TEXT[3] = NAME_Prot_Fire;
COUNT[3] = protection [PROT_FIRE];
TEXT[4] = NAME_Prot_Magic;
COUNT[4] = protection [PROT_MAGIC];
TEXT[5] = NAME_Value;
COUNT[5] = value;
};

Now save it and start the GothicStarter. Be sure you've selected "reparse all scripts" and "convert textures". In the game, enter the MARVIN-Mode by typing b marvin b, open the console (press F2) and type INSERT MY_ARMOR .. and don't forget to press enter ;)
If everything went right, your new armor appears, enjoy it.

regards,
roXtar


betrifft nur G2:
Although there is still a visual_skin in the class C_Item in Gothic2, we can't change the texture as simple as described above. Changes to visual_skin effect nothing.

Nur ein Anker Change an armors' texture in G2

Author: Rolus

Of course there is a way to change the armor textures in Gothic2, but it's a little bit more complicated and you need the [ Armor-ASC-Files]. In this tutorial I will modify Xardas' armor.

First, open the Armor_Xardas.asc with a simple editor an search for "tga". The first thing we will find is "Hum_Body_Naked_V0_C0.tga". That's the nacked humans' texture. That's not much use, so we go on searching. "Hum_DmbM_Armor_V0.tga" will be the next texturename and that's exactly what we need - that's the name of the armors' texture.

Let the ASC file open, we'll need it later. For now switch to the directory _work\data\textures\npcs\Armor\ and search our texture "Hum_DmbM_Armor_V0.tga" (textures must be extracted). You've found it? Great. Let's open it with a graphic program and change it like you want it. But be careful! Don't change the existing devision!
Done? Make a temporal save wherever you want and open it with (GoMan)?. Now save it in _work\data\textures\_complied\ as "My_Armor_Texture-C.tex". The "-C" is important and it must be in the TEX format!

Is your ASC file still open? We need it now. Replace "Hum_DmbM_Armor_V0.tga" with "My_Armor_Texture.tga". Maybe some of you will wonder, why we use our testurename without the "-C". The answer is simple, in the ASC files Gothic expects the name of the uncompiled tga-files. But Gothic can't open tga-files, so it looks for the compiled TEX files. When Gothic compiles the textures from tga to tex, it adds "-C". So it will look for the compiled "My_Armor_Texture-C.tex" and that's exactly the texture we've created. Okay, save the ASC file in _work\data\anims\asc\ as "My_Armor.asc". Now we're going to write our armor script. So open _work\data\scrpts\items\it_armor.d and add the following lines:

// ***********************************************
INSTANCE ITAR_MyArmor (C_Item)
{
name = "My Armor";

mainflag = ITEM_KAT_ARMOR;
flags = 0;
//Protection ..
protection [PROT_EDGE] = 100;
protection [PROT_BLUNT] = 100;
protection [PROT_POINT] = 100;
protection [PROT_FIRE] = 50;
protection [PROT_MAGIC] = 50;
//Value like Xardas' armor
value = VALUE_ITAR_XARDAS;

wear = WEAR_TORSO;
//static mesh like Xardas'
visual = "ItAr_Xardas.3ds";
//our own ASC file
visual_change = "My_Armor.asc";
visual_skin = 0;
material = MAT_LEATHER;

description = name;
TEXT[1] = NAME_Prot_Edge;
COUNT[1] = protection [PROT_EDGE];
TEXT[2] = NAME_Prot_Point;
COUNT[2] = protection [PROT_POINT];
TEXT[3] = NAME_Prot_Fire;
COUNT[3] = protection [PROT_FIRE];
TEXT[4] = NAME_Prot_Magic;
COUNT[4] = protection [PROT_MAGIC];
TEXT[5] = NAME_Value;
COUNT[5] = value;
};

This script has just two differences to Xardas' armor script. The name and the visual_change .. ehm and the Instance of course. Now it's time to test it. Start the GothicStarter and select "skripte parsen". You can instert your armor by typing INSERT ITAR_MyArmor in the console. I hope everything went right and you can wear your new armor.

best wishes, Rolus

 
- Our offers
 
Legal Notice | Link Us
World of Gothic and all Content is © by World of Gothic Team || Gothic, Gothic II ans Gothic 3 are © by Piranha Bytes & Egmont Interactive & JoWooD, all rights reserved worldwide
All materials contained on this site are protected by copyright law and may not be reproduced, distributed, transmitted, displayed, published or broadcast without the prior written permission of the WoG staff.