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Modding Questions for Clear Sky

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  19:42:58  1 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Modding Questions for Clear Sky

Hey Guys,
Hope I found help here.

I have some Questions about the Modding for CS. I would made my first Mod and i need help

Ok here my Questions:

1. Can I use the Call of Pripyat SDK 0.7 for CS Maps ?
2. How I Can add new smart-terrains in the Maps ?
3. How I spawn Monsters/NPC at the smart terrains ?
3. How I can change the Actor-Spawnpoint ?

this are the main things where i need help
Hope some Guys can help me

Greets and Thanks for answers
  12:11:43  3 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Modding Questions for Clear Sky

Hey Guys,
Hope I found help here.

I have some Questions about the Modding for CS. I would made my first Mod and i need help

Ok here my Questions:

1. Can I use the Call of Pripyat SDK 0.7 for CS Maps ?
2. How I Can add new smart-terrains in the Maps ?
3. How I spawn Monsters/NPC at the smart terrains ?
3. How I can change the Actor-Spawnpoint ?

this are the main things where i need help
Hope some Guys can help me

Greets and Thanks for answers
---END QUOTATION---



Come on Guys.... nobody can help me ?
Please answer me it`s important for me.
so I can start with my Mod
  12:25:43  3 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
 

Message edited by:
SetaKat
05/03/2011 12:26:14
Messages: 6342
1) Best to use the v0.6 SDK, as there are differences between the way the spawns are done in CS and CoP.
2) I'm sure there is a tutorial on it here. http://sdk.stalker-game.com/en/index.php?title=Smart_Terrain_Tutorial
3) Needs to be done in the faction ltx relating to that faction
4) Decompile all maps into level format, load the SDK, open the marsh level, and delete the actor spawn point, and place it on a different part of the level, or a different level, then recompile the spawns using xrAI.

What mod are you planning on working on?
  12:49:19  3 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
1) Best to use the v0.6 SDK, as there are differences between the way the spawns are done in CS and CoP.
---END QUOTATION---


Works the SDK under WIN 7 ?


---QUOTATION---
2) I'm sure there is a tutorial on it here. http://sdk.stalker-game.com/en/index.php?title=Smart_Terrain_Tutorial
---END QUOTATION---


so I can not add smart-terrains in the SDK ?
and this tutorial is for SoC right ? I have try to work with the Clear Sky all.spawn and the ACDC.pl for CS but it works not under WIN 7


---QUOTATION---
3) Needs to be done in the faction ltx relating to that faction
---END QUOTATION---


Okay


---QUOTATION---
4) Decompile all maps into level format, load the SDK, open the marsh level, and delete the actor spawn point, and place it on a different part of the level, or a different level, then recompile the spawns using xrAI.
---END QUOTATION---


Can I use the Level-converter for the CoP SDK ? I found no converter for CS ?


---QUOTATION---
What mod are you planning on working on?
---END QUOTATION---


I plan a Mod like your PrSky-Mod a i add some new things
Old Monsters, some newweapons, foods, snacks, new drugs, outfits and much new stuff
And the Zone should be more dangerous.
And i will try to delete the FWars and the Storyline and add new Quests/Storyline and Freeplay.

I plan much Things but I`am not sure if i have the knowhow for that.
But I would like to learn that
  13:22:17  3 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342

---QUOTATION---
Works the SDK under WIN 7 ?
---END QUOTATION---


SDK works under Win 7 and Vista, you just need to add a parameter to the .bat files to get it to work.


---QUOTATION---
so I can not add smart-terrains in the SDK ?
and this tutorial is for SoC right ? I have try to work with the Clear Sky all.spawn and the ACDC.pl for CS but it works not under WIN 7
---END QUOTATION---


Sorry, I was looking at the wrong part of the site. There doesn't seem to be a tutorial on adding smart terrains in the SDK. There is a way to add new smart terrains in the SDK, but I don't know why you would want to - the zone is crowded enough as it is.


---QUOTATION---
Can I use the Level-converter for the CoP SDK ? I found no converter for CS ?
---END QUOTATION---


All three games use the same converter.


---QUOTATION---
I plan a Mod like your PrSky-Mod a i add some new things
Old Monsters, some newweapons, foods, snacks, new drugs, outfits and much new stuff
And the Zone should be more dangerous.
And i will try to delete the FWars and the Storyline and add new Quests/Storyline and Freeplay.

I plan much Things but I`am not sure if i have the knowhow for that.
But I would like to learn that
---END QUOTATION---


You can use the Level Editor to place a few new spawns for your mod, but thats about it. Most of the work will need to be done in the various .ltx, .script and .xml files. Sounds like your planning a lot, and jumping into the deep end of the pool. I spent a lot of time learning how to mod, before announcing PreSky, and even then, it took forever to get it to a stable working build that looked good.
You'll also need a program to edit the ltx, script and xml files. (I recommend Notepad++) and something to edit the DDS files (mainly the ui_icon_equipment.dds file, recommend Paint.NET). I managed to develop PreSky with just those two tools for 99.8% of it. The remaining .2% was just sticking a few models through the SDK's Actor Editor, remapping textures to existing ones.
I might recommend picking a mod that will make a good base, and building off that. Also, spend a lot of time going through it, tweaking it, see what some variables and values affects ingame when changed, just to learn what everything does. I spent 4 months looking over various mini mods, just to see how they added or changed stuff in the game, before starting work on creating my own content.
I've made 99.8% of the stuff in PreSky without the SDK, since I didn't need it to do my work.
  13:38:29  3 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
I plan much Things but I`am not sure if i have the knowhow for that.
But I would like to learn that
You can use the Level Editor to place a few new spawns for your mod, but thats about it. Most of the work will need to be done in the various .ltx, .script and .xml files. Sounds like your planning a lot, and jumping into the deep end of the pool. I spent a lot of time learning how to mod, before announcing PreSky, and even then, it took forever to get it to a stable working build that looked good.
You'll also need a program to edit the ltx, script and xml files. (I recommend Notepad++) and something to edit the DDS files (mainly the ui_icon_equipment.dds file, recommend Paint.NET). I managed to develop PreSky with just those two tools for 99.8% of it. The remaining .2% was just sticking a few models through the SDK's Actor Editor, remapping textures to existing ones.
I might recommend picking a mod that will make a good base, and building off that. Also, spend a lot of time going through it, tweaking it, see what some variables and values affects ingame when changed, just to learn what everything does. I spent 4 months looking over various mini mods, just to see how they added or changed stuff in the game, before starting work on creating my own content.
I've made 99.8% of the stuff in PreSky without the SDK, since I didn't need it to do my work.
---END QUOTATION---



Okay and how you make the new spawn point for the actor without SDK ?
Well I not a crack about the Modding for CS but the Basic Things and Tools i have it.
  13:41:46  3 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
You'll need a modified script which will output the actors current position to the console when you press a key in the main menu.
Once you have done that, you need to decompile the all.spawn, find the actor entry (usually in alife_marsh.ltx for most mods, differs in PreSky and TFW, just search for actor), and then open the log, find the positions written to the log, and change the position, game_vertex, level_verterx, and upd osition variables. Recompile the all.spawn, and start in a new area.
  14:03:50  3 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
You'll need a modified script which will output the actors current position to the console when you press a key in the main menu.
Once you have done that, you need to decompile the all.spawn, find the actor entry (usually in alife_marsh.ltx for most mods, differs in PreSky and TFW, just search for actor), and then open the log, find the positions written to the log, and change the position, game_vertex, level_verterx, and upd osition variables. Recompile the all.spawn, and start in a new area.
---END QUOTATION---



Okay but the acdc.pl works not under WIN 7 or ?
I will make my Mod on base of your PreSky Mod( Hope you allow it ?)
  14:07:47  3 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Works under Win Xp, Vista, 7. You just need the active perl software installed.
As for using PreSky, go ahead. There should be plenty of stuff in there for you to use.
  14:22:40  3 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Works under Win Xp, Vista, 7. You just need the active perl software installed.
As for using PreSky, go ahead. There should be plenty of stuff in there for you to use.
---END QUOTATION---



Thanks Dude, That make it easier for me

I would Like add the "Old Monsters"
When I Like to spawn the Monsters I must add it in the Fraction_monsters.ltx and in the Fraction Zombied.ltx or ?
 
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