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 -_-"
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Modding your own GW
scrinner
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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
J snukka
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
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.
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
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.
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
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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.
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Originally Posted by Bryant Again
Gaile's on patrol, maybe she'll comment...
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Couple of questions:
- 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?
- 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.
Imaginos
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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:
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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
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
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.
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
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.
Imaginos, that really makes me want to do something with non-matching Rt armor.
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.
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
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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. |
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
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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. |
*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
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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
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mazey vorstagg
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
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
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.
Would'nt mind giving her a nice layer of lipstick too.
Imaginos
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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. |
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.
PS: Can youpost the thing for Lich's clothes? I'd love that.
Markrids
As long as you have teh Photoshop Skillz anything is possible
mazey vorstagg
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. |
Ailia
http://www.megaupload.com/?d=P07WWQ8Y
For all those who prefer a cleaner interface without sacrificing features and useful screen information.
For all those who prefer a cleaner interface without sacrificing features and useful screen information.
Imaginos
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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. |
I'm curious as I'm not having much luck making specific parts of armor invisible to change the look.
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 )
@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? |
Imaginos
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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
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
Imaginos, if you want to export the transparency properly, you have to use the DDS format, not PNGs
JackRabbitSlim
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?
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
@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 ^^
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
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
@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.
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
@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.
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
@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 ^^
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
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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 |
Heh I'm used to transparencies being controlled by the alpha channel /sigh
Bowman Artemis
Anyone know if there's a plugin that lets Macromedia Fireworks import DDS files?
Ailia
DXT3 Explicit Alpha for export, and the alpha channel should be there on any DDS that has alpha.
Imaginos
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Originally Posted by Ailia
DXT3 Explicit Alpha for export, and the alpha channel should be there on any DDS that has alpha.
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Ailia
You using the nvidia plugin or the MS directx SDK plugin?
drago34
Imaginos
Quote:
Originally Posted by Ailia
You using the nvidia plugin or the MS directx SDK plugin?
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Ailia
Gotta download the DX SDK and compile it yourself, can get it from microsoft.com
Coridan
hrm wonder if you could add a blood mod? Everytime you hit an NPC/player and do damage blood sprays out? That even possible?