Modding your own GW

scrinner

Wilds Pathfinder

Join Date: Jan 2006

Quote:
Originally Posted by The Phantom
Only works with Directx 9 and my computer can only run 8. Real shame, I was looking forward to modding -_-"
In a slightly similar predicament except i have 10 though im sure i could still run the program. And ROFL at the pickle sword

Gwmaster

Jungle Guide

Join Date: Sep 2005

Canada/Quebec

N/

can some1 tell me how the hell do i remove the shiny effect...i just put Lich s clothes on my dervs and i want to see how it looks lol

J snukka

Lion's Arch Merchant

Join Date: Feb 2005

New York

can you guys post more of your mods bc i dont know how to do this with the game and am interested in what people can do. i would like to see what people can do now with modding their guild wars.

Unlucky Slayer

Unlucky Slayer

RAGE INCARNATE

Join Date: Apr 2006

Sitting at The Guild Hall 2, being happy.

Nerd Clan [NK]

R/

http://www.guildwarsguru.com/forum/s...php?t=10173866

If you're interested... New thread in the screenshot area to organize all the good mod pics if people wish to post them.

Enjoy.

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

there could be a way to share the mods so others can see.

just needs chked first.

share ur textures with each other then group up, make sure you both have the same texture files, and see if you both can see it. worth a try.

Gaile Gray

Gaile Gray

ArenaNet

Join Date: Feb 2005

Quote:
Originally Posted by fenix
I was sure Gstats was EXACTLY that, and yet it got shut down. Kthx whoever you are Emily Diehl. Get your facts straight. The only mod that has been allowed is the UT Sounds mod by Kuntz (who also made Gstats). Saying that mods could be allowed if they are beneficial to the community, but banning Gstats, is like saying that food is allowed, but making eating illegal.
fenix, I was around when GStats was released, and I asked about it a few times. I was never under the impression that ArenaNet or NCsoft would or did "shut it down." I guess I could write Kuntz -- I met him in Taipei and he's a great guy so I'm sure he'd let me know. But if you have details about this, could you let me know what you believe or, more importantly, any facts that you have on hand about this? Thanks.

Quote:
Originally Posted by Bryant Again
Gaile's on patrol, maybe she'll comment...
I saw an email about this this morning, and I'm intrigued and will try to learn more.

Couple of questions:
  1. Can others see the changes, or just the person who modded? IOW, if I go into an instance with you guys, will I see the weapons and armour that you've modded?
  2. What strategic impact would this have? I'm not sure how my sparklier armour will impact my ability to win the match, but I'm sure there are elements I'm not seeing. ("Opponent dies to Gaile's legendary use of purple dye." ) Anyway, let me explain: If I modded a 9-foot sword, I think only I would see it, but even if you saw it, surely I would not have a 9-foot reach with my weapon. The reach would be the core weapon's reach, regardless of how long it looked. So I'd love to learn about what game-changing advantages a visual modification would provide.
Thanks, guys.

Imaginos

Jungle Guide

Join Date: Jun 2005

Quote:
Originally Posted by Gaile Gray
fenix, I was around when GStats was released, and I asked about it a few times. I was never under the impression that ArenaNet or NCsoft would or did "shut it down." I guess I could write Kuntz -- I met him in Taipei and he's a great guy so I'm sure he'd let me know. But if you have details about this, could you let me know what you believe or, more importantly, any facts that you have on hand about this? Thanks.

I saw an email about this this morning, and I'm intrigued and will try to learn more.

Couple of questions:
  1. Can others see the changes, or just the person who modded? IOW, if I go into an instance with you guys, will I see the weapons and armour that you've modded?
  2. What strategic impact would this have? I'm not sure how my sparklier armour will impact my ability to win the match, but I'm sure there are elements I'm not seeing. ("Opponent dies to Gaile's legendary use of purple dye." ) Anyway, let me explain: If I modded a 9-foot sword, I think only I would see it, but even if you saw it, surely I would not have a 9-foot reach with my weapon. The reach would be the core weapon's reach, regardless of how long it looked. So I'd love to learn about what game-changing advantages a visual modification would provide.
Thanks, guys.
Having modded games to some extent such as full creation of items and things for Neverwinter Nights, GUI stuff for WoW etc... I can answer a few of your questions.

Unless someone can change a mesh file there probably isn't a way to make a sword texture larger then it is as it is mapped to the physical dimensions of the mesh, though perhaps if the sword was on say a 128x128 square and only took up half of that in pixels someone could extend it out to 128 but I doubt that due to the mapping of the texture to the mesh. Mapping is basically "use this area of the texture on this object and place it this way".

Only the person who is running a mod will see it. If I were to make my warrior bright green and changed his armor to say HULK SMASH, only I would see this mod, unless I sent that mod to someone else to install. Then they'd see it too, or at least that's how it works with most client side modifications.

In City of Heros there is a mod community who has changed outfits to look like popular heroes such as Spiderman, Superman etc... only they see themselves looking like that. The only way anyone else would see that is if they installed that same mod OR the client sent the files on someones computer to everyone else's, like when the servers patch in new content and we know that is not possible the way the client is programmed

I think people are worried about making someone much easier to see and thus target. Not sure if that's really possible with the very small amount of messing around I did with Texmod and the gw.dat file.

I know in WoW people were trying to make hard to find plants a glaringly bright color so they'd be easier to see, as that is a texture mod it would probably work....I just never followed the thread with the results before I quit WoW.

Akuma

Akuma

IRC W H O R E

Join Date: Feb 2006

Australian Trolling Crew HQ, rightful leader and administration

Yale University [Snow]

W/

As far as I've seen, the mods are only client-side (which means nobody else can see them), and you can only model on the base texture of the item (in less confusing terms, you can't change the model, only put colours and stuff on it).

Imaginos

Jungle Guide

Join Date: Jun 2005

On another note, is there a thread for discussing the actual makings of mods?

For instance I've been working on fixing the broken luxon female monk armor. If you don't wear grandpa style pants/outfit with the top the painted part is cut off, So after reporting this to ArenaNet over a year ago AND posting it in the forums here with a good response, they have not fixed it yet. Now I can fix it myself for my machine at least.

Problem is that the armor seems to be done oddly in layers. There is the body armor-leather-bangles-parts+hair on one texture and then there seems to be another merged with skin painted parts texture, which I find odd in that there isn't another overlay or that the painted parts are not part of that main armor+hair layer, So I see no way to distribute my mod as I'd have to make one for every style female skin color in the game for every monk and probably every face too but that's probably the way that Texmod is handling the files and I've just not found the correct overlay.

So anyone started a thread for modders to chat about this kind of thing? I'd love some feedback from other modders on this problem

Here is an example of what I mean....

What I proposed over a year ago...


What I extracted with Texmod...armor+hair off Ashanti at the login screen


The skin texture with the bodypaint/tattoos embedded in it also extracted at the same time as the armor.


It's weird that they are not showing up as one file without any character info as part of them, but then I guess that texmod isn't really extracting the raw texture from the dat file and only extracting the info of where it is at on the character, that being said a generic mod like to the radar (see wiki) will be available to everyone as ALL the radar's use the same info as far as texmod extraction goes.

ElinoraNeSangre

ElinoraNeSangre

Wilds Pathfinder

Join Date: Mar 2006

Near Seattle, WA

Talionis De Cineris [EXUR]

N/Me

Gah I keep having problems with the GW client locking up; anyone else have this problem? I'm leaning towards doing it on a faster computer. :P

Imaginos, that really makes me want to do something with non-matching Rt armor.

Yawgmoth

Yawgmoth

Furnace Stoker

Join Date: Apr 2005

All the modifications are obviously client-side only and can't affect other players experience.
But there are possibilities of making mods that would give some advantage in play. They would be based on showing the user more than he can see, using only the data that his game already 'knows'.
Examples:

*Dividing the health bars to certain % (like 50%) of health with clear visual marks, so you never miss that ZB/WoH/Reaper's Sweep...
*Showing ranges of effects clearly both in play and on the radar. Change that small circle around selected target into something bigger, a set of circles showing Adjecent, Nearby, In the Area. Make sure you hit more targets with your Area effects!
*Ability to check what enchantments/hexes/other effects affect selected target and their remaining duration. If those effects started when you were in targets radar range, the server transmitted all those information to your client, they just can't be displayed.
*Displayable list of skills used by opponenets in range in a given time, or even recording whole builds from observer mode!

I missed it in the past and I don't know what the GStats really did but I guess it was something along the lines of those.

Imaginos

Jungle Guide

Join Date: Jun 2005

Quote:
Originally Posted by ElinoraNeSangre
Gah I keep having problems with the GW client locking up; anyone else have this problem? I'm leaning towards doing it on a faster computer. :P

Imaginos, that really makes me want to do something with non-matching Rt armor.
Heh that's a good thing. Most of the armors my characters are not from a single set. I like to go for what I consider a nice, yet mixed look ....now to just fix the glaring texture error that ArenaNet has ignored for over a year.

EDIT: Hmm not sure why your GW is locking up. I take it you mean when using Texmod to save a texture when the game is running? How much ram do you have and what kind of processor compared to the minimum specs for GW?

Imaginos

Jungle Guide

Join Date: Jun 2005

Quote:
Originally Posted by Yawgmoth
All the modifications are obviously client-side only and can't affect other players experience.
But there are possibilities of making mods that would give some advantage in play. They would be based on showing the user more than he can see, using only the data that his game already 'knows'.
Examples:

*Dividing the health bars to certain % (like 50%) of health with clear visual marks, so you never miss that ZB/WoH/Reaper's Sweep...
*Showing ranges of effects clearly both in play and on the radar. Change that small circle around selected target into something bigger, a set of circles showing Adjecent, Nearby, In the Area. Make sure you hit more targets with your Area effects!
*Ability to check what enchantments/hexes/other effects affect selected target and their remaining duration. If those effects started when you were in targets radar range, the server transmitted all those information to your client, they just can't be displayed.
*Displayable list of skills used by opponenets in range in a given time, or even recording whole builds from observer mode!

I missed it in the past and I don't know what the GStats really did but I guess it was something along the lines of those.
You're talking about stuff that goes beyond any mod that Texmod is capable of from my very short dabblings.

*Dividing the health bars to certain % (like 50%) of health with clear visual marks, so you never miss that ZB/WoH/Reaper's Sweep...

This one is quite possible and is actually a good idea You'll still have to be on the ball to cast before any sort of regen overcomes said halfway mark.

*Showing ranges of effects clearly both in play and on the radar. Change that small circle around selected target into something bigger, a set of circles showing Adjecent, Nearby, In the Area. Make sure you hit more targets with your Area effects!

Radar you can affect as there is a mod to show you the range of your spirits, which is also a good idea.

Trying to change the targeting reticle around a player may not be possible. There is more to that reticle then just a static texture, I'm pretty sure it has its own geometry as a mesh-object so trying to make it bigger wouldn't work with just a texture modification.

*Ability to check what enchantments/hexes/other effects affect selected target and their remaining duration. If those effects started when you were in targets radar range, the server transmitted all those information to your client, they just can't be displayed.

*Displayable list of skills used by opponenets in range in a given time, or even recording whole builds from observer mode!


Not going to happen unless someone is running a third party program that can somehow pick out the text of what is being cast at you from either the chat window or on screen and that's way beyond what Texmod could ever hope to do from what I've seen.

You're venturing into the realm of what you can do in WoW because WoW allows people to write their own plugins using the scripting language that WoW has available to players. Guild Wars has no such thing.

Imaginos

Jungle Guide

Join Date: Jun 2005

Quote:
Originally Posted by Gwmaster
can some1 tell me how the hell do i remove the shiny effect...i just put Lich s clothes on my dervs and i want to see how it looks lol
Probably edit the alpha channel where the new stuff you added is to solid (100%) black.

mazey vorstagg

mazey vorstagg

Wilds Pathfinder

Join Date: Aug 2006

Nodnol

Meeting of Lost Minds

E/Mo

Well I've just finished two little mods.


Jade Armor for the female Ele's Geomancer armour. I altered the reflect and colours to make it look as though the rocks are mursaat jade. Oh, I also changed Galigord's stone staff to match.

The more useful mod is an intensity icon fix. All I did was flip it horizontally but it no longer looks like it's recharging all the time. Enjoy http://thedod.50webs.com/Downloads/Intensity.tpf

just add the .tpf file as a package

Pwny Ride

Pwny Ride

Wilds Pathfinder

Join Date: Oct 2006

Aussieland

Prime Players Of [OSHA] ~ [dth] alliance. <3

Me/E

Hmm, just wondering. Are these modifications only avilable for armor? I was considering giving my mesmer foils, just thought id ask here first.

Would'nt mind giving her a nice layer of lipstick too.

Imaginos

Jungle Guide

Join Date: Jun 2005

Quote:
Originally Posted by Pwny Ride
Hmm, just wondering. Are these modifications only avilable for armor? I was considering giving my mesmer foils, just thought id ask here first.

Would'nt mind giving her a nice layer of lipstick too.
No, it is not just for armor. You can mod her skin too. If you look above you'll see the texture of the skin i extracted of my monk. Just save off the skin of your mesmer and then paint your lips and fingers how you will.

Deathaxe Raizer

Deathaxe Raizer

Frost Gate Guardian

Join Date: Feb 2007

The Last Pride [EvIL]

So it'd be able to make a warrior armor on a paragon if I understand completely? That way you could have a very nice skin yurself, a warrior's FoW armor, with the spear holding like a paragon does that. Hmm, would be cool if I can do that. Oh, can someone fix me a look a like armor for my warrior as the Order of Whispers have? I wanted that armor for quite a while.

PS: Can youpost the thing for Lich's clothes? I'd love that.

Markrids

Frost Gate Guardian

Join Date: Dec 2005

As long as you have teh Photoshop Skillz anything is possible

mazey vorstagg

mazey vorstagg

Wilds Pathfinder

Join Date: Aug 2006

Nodnol

Meeting of Lost Minds

E/Mo

Quote:
Originally Posted by Deathaxe Raizer
So it'd be able to make a warrior armor on a paragon if I understand completely? That way you could have a very nice skin yurself, a warrior's FoW armor, with the spear holding like a paragon does that. Hmm, would be cool if I can do that. Oh, can someone fix me a look a like armor for my warrior as the Order of Whispers have? I wanted that armor for quite a while.

PS: Can youpost the thing for Lich's clothes? I'd love that.
Sadly we can't access the models yet so you can't have a paragon with warrior armor. you can have the skin though if you find something paragon armor which looks good with FoW colours.

Ailia

Ascalonian Squire

Join Date: May 2006

R/Mo

http://www.megaupload.com/?d=P07WWQ8Y

For all those who prefer a cleaner interface without sacrificing features and useful screen information.

Imaginos

Jungle Guide

Join Date: Jun 2005

Quote:
Originally Posted by Ailia
http://www.megaupload.com/?d=P07WWQ8Y

For all those who prefer a cleaner interface without sacrificing features and useful screen information.
Nice, what did you do to actually remove the texture itself from the backs of the display boxes? Change the alpha channel to pure black? or white? or something else and if so what please?

I'm curious as I'm not having much luck making specific parts of armor invisible to change the look.

JackRabbitSlim

JackRabbitSlim

Ascalonian Squire

Join Date: Jul 2006

My latest stuff:





@Imaginos

As far as I can tell, armor textrues are redrawn every time you change a piece, and coupled with the fact that transparency isn't extracted, makes armor modding a bit of a pain. I've had fun with weapon and UI stuff, but the armor problems are driving me mad.

Quote:
Nice, what did you do to actually remove the texture itself from the backs of the display boxes? Change the alpha channel to pure black? or white? or something else and if so what please?
The way I've handled it is to use .png, and simply set the texture as transparent in the right place. The alpha channel handles reflections, not transparency (whether this makes it not an alpha channel, I don't know. I'm not sure on terminolody etc )

Imaginos

Jungle Guide

Join Date: Jun 2005

Quote:
Originally Posted by JackRabbitSlim
My latest stuff:





@Imaginos

As far as I can tell, armor textrues are redrawn every time you change a piece, and coupled with the fact that transparency isn't extracted, makes armor modding a bit of a pain. I've had fun with weapon and UI stuff, but the armor problems are driving me mad.



The way I've handled it is to use .png, and simply set the texture as transparent in the right place. The alpha channel handles reflections, not transparency (whether this makes it not an alpha channel, I don't know. I'm not sure on terminolody etc )
Hmm I'll extract a png and see what it shows and compare it to some other formats like dds.

EDIT: Nice mods you have there btw and I did notice the armor redraw thing when taking off a modified piece of armor and then putting it back on. Leads me to believe that the data is just pulled from a master file and then stitched together on your character and we're not extracting and modifying that master file. If we were all armors we modified would look the same on everyone.

e.g. if you added the capt america colors and stars to, say male warrior plate from the original texture and not the oddly extracted-stitched together thing we wear, then ALL male warriors wearing plate would have that capt america look.

Ailia

Ascalonian Squire

Join Date: May 2006

R/Mo

Not 100% perfect yet but food for thought.


Imaginos, if you want to export the transparency properly, you have to use the DDS format, not PNGs

JackRabbitSlim

JackRabbitSlim

Ascalonian Squire

Join Date: Jul 2006

Yeah, that sounds right to me.

The way I plan to handle it is to only mod PvP armors, dyed gray. This way, there's a standard base texture, and you can reproduce it easily enough. Full Captain America armor in progress

@Ailia

That looks great! Are you adding it to the skill bar texture, or something else?

Ailia

Ascalonian Squire

Join Date: May 2006

R/Mo

@Jack
Modifying the icons that you can drag from the menu, the bar itself is so stretched it was unusable, gotta place your own markers, takes ah wile to get em perfect, but i know theres a few ZBers out there with the patience ^^

JackRabbitSlim

JackRabbitSlim

Ascalonian Squire

Join Date: Jul 2006

Heh, I know I'll use it. What texture did you edit to place the markers, though? I might emulate it on my UI, with permission

Ailia

Ascalonian Squire

Join Date: May 2006

R/Mo

@Jack
They're the icons off the menu button, you can drag them off to place then on the screen, edited their texture, they all share one, its pretty easy to find.

JackRabbitSlim

JackRabbitSlim

Ascalonian Squire

Join Date: Jul 2006

@Ailia
Ah, I see now, I was being a bit dense. Cheers for the info, and the note about DDS - from the few tests I've just tried, it's way way better than .png for armors.

Ailia

Ascalonian Squire

Join Date: May 2006

R/Mo

@Jack
Meet me in game in a few, my char name is off to the left after all, have a few tips i don't wanna post on the forums yet, we would be trolled to death ^^

Imaginos

Jungle Guide

Join Date: Jun 2005

Quote:
Originally Posted by Ailia
Not 100% perfect yet but food for thought.


Imaginos, if you want to export the transparency properly, you have to use the DDS format, not PNGs
Hmm what are you using for your settings for exporting the images out of dds format. Also I don't see transparency in Photoshop when I import a dds. I'm using the plugin from Nvidia I downloaded a bit ago...has tons of export options.

Heh I'm used to transparencies being controlled by the alpha channel /sigh

Bowman Artemis

Bowman Artemis

Krytan Explorer

Join Date: Jan 2006

Gold Coast, Australia.

Overclockers Australia [OCAU]

Anyone know if there's a plugin that lets Macromedia Fireworks import DDS files?

Ailia

Ascalonian Squire

Join Date: May 2006

R/Mo

DXT3 Explicit Alpha for export, and the alpha channel should be there on any DDS that has alpha.

Imaginos

Jungle Guide

Join Date: Jun 2005

Quote:
Originally Posted by Ailia
DXT3 Explicit Alpha for export, and the alpha channel should be there on any DDS that has alpha.
ok that's odd the tga exports i did look just like the dds files as far as the alpha channel is concerned on the channels tab in Photoshop. I did try a dtx3 explicit earlier but things were odd. Did you tell it to ignore mip maps on export or use whatever ones were there? I saw none import myself.

Ailia

Ascalonian Squire

Join Date: May 2006

R/Mo

You using the nvidia plugin or the MS directx SDK plugin?

drago34

drago34

Krytan Explorer

Join Date: Feb 2005

California

Looking for good PvE guild ...

A/

Quote:
Originally Posted by JackRabbitSlim
My latest stuff:




Gotta say I love that Captain America shield lol.

Imaginos

Jungle Guide

Join Date: Jun 2005

Quote:
Originally Posted by Ailia
You using the nvidia plugin or the MS directx SDK plugin?
The Nvidia one from what I recall. Is the other one better and if so where do I get it please?

Ailia

Ascalonian Squire

Join Date: May 2006

R/Mo

Gotta download the DX SDK and compile it yourself, can get it from microsoft.com

Coridan

Coridan

Forge Runner

Join Date: Jun 2006

US

Old Married Gamers {OMG}

W/

hrm wonder if you could add a blood mod? Everytime you hit an NPC/player and do damage blood sprays out? That even possible?