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:
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

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.
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