collapse

Author Topic: Returning Player Learning to Mod  (Read 1015 times)

Offline Ghanima_Atreides

  • Libera Me de Ignem
  • Methuselah
  • ****
  • Posts: 282
Returning Player Learning to Mod
« on: January 11, 2019, 08:14:24 PM »
Hello all,


I guess I should start by saying I am a huge fan of this game and I first played it when it came out (feels like a lifetime ago) and since then several times, although my last visit to LA by night was a couple of years ago at least...

Anyway, since I've been out of the loop for so long, I've been reading up on the latest news from the modding community and I'm happy to see it's still alive (thank you Wesp5, burgermeister and the others!  :rock: ) However, slightly more specific information regarding the status of a few other mods has been difficult to find:

1. I understand that CompMod no longer works with the latest version of the Unofficial Patch?

2. Does the Clan Quest mod work? I found a post suggesting that it does, but I'd be glad to have it confirmed before attempting to install it.

3. Anything else I should be aware of?



Thanks for any help, and nice to meet you.  :smile:

-Ghani


P.S. Changed the title to something I felt was more appropriate to the direction in which this thread went.  :justabite:
« Last Edit: January 13, 2019, 08:01:38 PM by Ghanima_Atreides »
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.

Offline Barabbah

  • Majestic madness maker
  • Antediluvian
  • *****
  • Posts: 1321
Re: Old Player Feeling the Lure Again
« Reply #1 on: January 11, 2019, 09:28:08 PM »
1) CompMod was built on an old patch, so at the moment no. But I've digged into it and figuring a way to made it work (I'll do this after I finish a mini mod I'm currently working on and after dealing with a minor low moment of my depression....). My previous attempt failed miserably but two mayor mods (ClanQuest and Antitribu) managed to made it work with many modifications but still I may have found the problem (but I've haven't tested it yet). It may take a lot of time :/

2) ClanQuest in it's last update featured many new addictions, some had a bit of issues. I hadn't followed the discussion lately but if I remember correctly one user couldn't even start the game. But many others didn't experienced those issues.

3) a few things:
- A Mod Loader tweak was recently implemented, with it you don't have anymore to have copies of the vanilla game for each big mod. Instead you can place those in separate folders and choose one through a command line (even the UP uses it). Plus all the current main mods now come prepacked with it, so nothing to worry about.
- the Antitribu mod, while featuring many new inviting addictions it's still in a demo status. You can still end the game and explore many of the addictions but some cuts of other elements are present. But it's still a nice preview.
- the Final Nights mod had recently a new update too, check it too ;)
- X20, a small addon for the UP, brings many easter eggs from the whole world of darkness to many side elements, like bus advertising, magazines, ecc.
- finally, the most intriguing mod as now is the recent War Games mod, a completely new story set on Europe in the Second World War. Yes, it's still a demo (the main story is not even yet completed) but you should really try it

(I forgot anything?)
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Ghanima_Atreides

  • Libera Me de Ignem
  • Methuselah
  • ****
  • Posts: 282
Re: Old Player Feeling the Lure Again
« Reply #2 on: January 12, 2019, 11:45:53 AM »
Thank you very much for all the info!  :smile:

I'll definitely be checking those out, and the Mod Loader sounds very useful indeed!

And although it looks complicated and intimidating, I want to try my hand at some skinning...there is nothing out there that quite fits my idea for a new character and my perfect VV skin is basically a combination between two other skins (I would make that one only for personal use, of course.)
« Last Edit: January 12, 2019, 11:50:58 AM by Ghanima_Atreides »
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.

Offline Barabbah

  • Majestic madness maker
  • Antediluvian
  • *****
  • Posts: 1321
Re: Old Player Feeling the Lure Again
« Reply #3 on: January 12, 2019, 01:18:44 PM »
If you need some help just ask here ;)
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Ghanima_Atreides

  • Libera Me de Ignem
  • Methuselah
  • ****
  • Posts: 282
Re: Old Player Feeling the Lure Again
« Reply #4 on: January 12, 2019, 02:26:29 PM »
All right, I will take you up on that.  ;)

I've modded for games like the Sims, so I'm pretty comfortable with editing textures, but one of my issues here is previewing my work. Which is the best way to do that? I thought maybe by using something like PackfileExplorer, but from what I can tell that only loads the big pack.vpk files where all the textures, models etc. are stored, you cannot open an individual model, no? Constantly going in-game seems...tedious to say the least.

Is the SDK a better option for that? It seems more robust, but also more complicated.

Also, how possible is it to add transparency to a texture or is that impossible without editing the mesh/perhaps not possible at all? Say, for example, I wanted to edit some hair textures to make them look less blocky, and add some transparency to the tips to distinguish some individual hairs in there? If that makes sense, I'm probably not explaining it very well, a good example of this is Lily's hair: https://whitewolf.fandom.com/wiki/Lily_(VTMB)?file=Lily.png See the two strands in front have no alphas at the tips, making them look quite unnatural. Heather's hair on the other hand is fine.


Thanks again, and I apologize for all the noobish questions.
« Last Edit: January 12, 2019, 02:30:07 PM by Ghanima_Atreides »
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6003
  • Unofficial Patcher
Re: Old Player Feeling the Lure Again
« Reply #5 on: January 12, 2019, 03:19:56 PM »
Is the SDK a better option for that? It seems more robust, but also more complicated.

Yes. If you install it there will be a small model viewer integrated into windows...

Offline deicide

  • Drug Fiend
  • Methuselah
  • ****
  • Posts: 439
Re: Old Player Feeling the Lure Again
« Reply #6 on: January 12, 2019, 05:37:42 PM »
On alpha channel, sure, take a look into ModDev Guide "Patch_Extras\Developer Tools\ModDev Guide.txt" that included with an UP. However, please note that it's like 10 years outdated.
« Last Edit: January 12, 2019, 05:48:28 PM by deicide »
The patient was a young lady whom I was loath to disfigure (c)

Offline Barabbah

  • Majestic madness maker
  • Antediluvian
  • *****
  • Posts: 1321
Re: Old Player Feeling the Lure Again
« Reply #7 on: January 12, 2019, 06:06:37 PM »
Take the latest UP (which I forgot to mention some new maps were restored/implemented  :vampwink:) and in the install select also the developers tools. If I remember correctly this will add useful tools on explorer: left clicking on a texture file is added the option to convert to tga (which can be edited on gimp, photoshop ecc). Same with reconvert the modified texture on the original file or, if you have extracted the model too, you can preview the edited textures.

Regarding invisibility, not only you have to add transparency to the textures but you have to edit the .vtm (a .txt renamed) file next the texture files. Adding some lines you can activate transparency, a reflection texture and maybe other stuff (which I don't know....)
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Ghanima_Atreides

  • Libera Me de Ignem
  • Methuselah
  • ****
  • Posts: 282
Re: Old Player Feeling the Lure Again
« Reply #8 on: January 12, 2019, 06:37:54 PM »
Thanks for all the info! I do indeed have the latest UP with all the extras, I will look into that then. First thing's first, getting the actual replacer to show up in-game...
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.

Offline Ghanima_Atreides

  • Libera Me de Ignem
  • Methuselah
  • ****
  • Posts: 282
Re: Old Player Feeling the Lure Again
« Reply #9 on: January 12, 2019, 09:14:53 PM »
OK I have an update:

I managed to install the replacer and point it to the new textures I'm making, but now I'm stumped: whenever I try to actually get it to use the new textures, the UV map appears to mess up completely, even though I haven't changed anything yet. I can only assume it has something to do with the TGA/VTF/TTZ files and how those are being created, but I cannot figure out what...they LOOK normal, but on the model they're all messed up.

Also, is it normal for the model to appear in a weird hunch-backed pose on the creation screen (I am using an NPC as a base, not another player model) or have I forgotten to copy something over?
« Last Edit: January 12, 2019, 09:32:36 PM by Ghanima_Atreides »
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.

Offline Barabbah

  • Majestic madness maker
  • Antediluvian
  • *****
  • Posts: 1321
Re: Old Player Feeling the Lure Again
« Reply #10 on: January 12, 2019, 09:50:06 PM »
Can you post a screenshot?

(Regarding the hunch pose, it's normal: only PC models has the skeleton information to actually pose the character. But even if you don't add it with the SDK it still should works in-game as PC models. Cananyone confirm?)
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Ghanima_Atreides

  • Libera Me de Ignem
  • Methuselah
  • ****
  • Posts: 282
Re: Old Player Feeling the Lure Again
« Reply #11 on: January 12, 2019, 10:00:36 PM »


As you can see, it's Lily I'm using as a base, and that is just a test texture for now until I can make sure it works. It's literally her default texture with a blue patch on the front, but as soon as I create the texture files, it goes completely wonky.
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6003
  • Unofficial Patcher
Re: Old Player Feeling the Lure Again
« Reply #12 on: January 13, 2019, 09:28:02 AM »
(Regarding the hunch pose, it's normal: only PC models has the skeleton information to actually pose the character. But even if you don't add it with the SDK it still should works in-game as PC models. Can anyone confirm?)

Very probably. Although the hunched pose points to that this model is using the Nosferatu animation in the sheet! As for the problems during texture conversion, I suggest to use the SDK there too. Some editors don't save the correct file format...

Offline Ghanima_Atreides

  • Libera Me de Ignem
  • Methuselah
  • ****
  • Posts: 282
Re: Old Player Feeling the Lure Again
« Reply #13 on: January 13, 2019, 11:52:53 AM »
(Regarding the hunch pose, it's normal: only PC models has the skeleton information to actually pose the character. But even if you don't add it with the SDK it still should works in-game as PC models. Can anyone confirm?)

Very probably. Although the hunched pose points to that this model is using the Nosferatu animation in the sheet! As for the problems during texture conversion, I suggest to use the SDK there too. Some editors don't save the correct file format...

Lily is using the Nosferatu animation?  :chinscratch: I will definitely have to try and fix that then, assuming I fix this texture issue...

As for the SDK...I have tried using both the VPK tool that comes with it (which is mentioned in the tutorial from the Patch Extras) and SDK's own Texture Converter.

To make sure I did this correctly:
-saved .tga file as .dds, compression DXT5, generate mipmaps (in Gimp)

Specifically this one:


-opened .dds file in VPKtool (or the Texture Converter), in VPKTool, checked HintDXT5 in the Header information

-let it convert DDS to TTZ

In both cases, that breaks the texture...


EDIT:

I even tried to test it by replacing my textures with some downloaded ones to eliminate the possibility of my having screwed up. In this case, for example, it gives me a different error: "TTH file header is incorrect!" and the textures don't load at all, it simply gets replaced by black and white squares.
The only textures I have been able to get to work are the original ones copied over...


EDIT #2:

I got it! The TextureConverter actually did the trick, despite the error from VampEd!  :facepalm: It shows up fine in-game!




« Last Edit: January 13, 2019, 12:24:20 PM by Ghanima_Atreides »
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.

Offline deicide

  • Drug Fiend
  • Methuselah
  • ****
  • Posts: 439
Re: Old Player Feeling the Lure Again
« Reply #14 on: January 13, 2019, 06:03:36 PM »
Would recommend using an uncompressed ARGB (Compression: None, Format: RGBA8/ABGR8) instead of DXT5, since the latter is lossy.
The patient was a young lady whom I was loath to disfigure (c)