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Author Topic: use a Ventrue edited like a brujah without affecting texture Model original ?  (Read 469 times)

Offline Javier

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Hello

I have edited the ventrue model to use as a Brujah , but I do not know how to transform it into a PC Brujah and play with it without affecting the original texture of the ventrue model.
Someone could help me ?

Thanks
« Last Edit: March 01, 2019, 08:36:37 PM by Javier »

Offline Ghanima_Atreides

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Well first of all you must extract the Ventrue models you used to make these, copy them in the appropriate Armor0, Armor1 etc. directories for the Brujah male, renaming them as needed (Brujah_Male_Armor0.mdl would go in models/character/pc/male/brujah/armor0 and so on.) This will replace the default male Brujah models with the Ventrue ones. Then, copy your textures in the corresponding materials folder (so, materials/models/character/pc/male/brujah/armor0), do NOT rename them because in my experience that tends to stop them from working properly, but it's OK, the names don't matter for the textures.

Next, you must get your models to point to these new textures, open them up using the VPK tool from the SDK (Model Tools - Open File) and under Texture Search Paths you will see the default Ventrue directory. Right click, Replace, and change the path to your custom ones. Commit All Changes.
Now, your replacement models for the Brujah will use the correct textures while leaving the Ventrue ones unchanged.

Edit: Oh yeah, open each .vmt file and edit the texture paths to match. Thanks for the reminder, Barabbah!
« Last Edit: March 01, 2019, 10:43:22 PM by Ghanima_Atreides »
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Offline Barabbah

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Next, you must get your models to point to these new textures, open them up using the VPK tool from the SDK (Model Tools - Open File) and under Texture Search Paths you will see the default Ventrue directory. Right click, Replace, and change the path to your custom ones. Commit All Changes.

You forgot to say to open each .vmt files (one for each texture file) and edit the path to the new one.

I must point out when I use the VPKTool to change a texture path of a model IF I DON'T close the program after opening a new model after saving one the program will corrupt those opened after saving one before. I don't know if others experienced this....
In any case, your guide was way better than the one I was writing :razz:
« Last Edit: March 01, 2019, 09:49:19 PM by Barabbah »
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Offline Malkav

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As an addon to what Ghanima_Atreides and Barabbah said, I would prefer not to remove the original Brujah model.
So instead of copying the model files into the brujah directories create a new model (and texture) path for your new files: (/materials)/models/pc/male/ventrue2/armor#.
Then edit the model and vmt files as described above.
Last step: open clandoc000.txt, find Player_Brujah and edit the model paths to match your new ventrue2 models.

This is a bit more work, but the advantage is that you keep the original files, so it's easier to switch back to the original Brujah or use the Brujah model for another clan.
And if you do it this way, all npcs who use the Brujah models keep the original look, so your Brujah pc is truely unique.
Co Author of Camarilla Edition Mod

Offline Barabbah

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I think is better to rename the old brujah folder (like "brujahOLD") and don't touch the clandoc000 file. So it's ready for any new UP or big mods like Clan Quest. The less file you modify on a mod the less compability issues are possible. But thanks, we both forgot about that :razz:
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Offline Javier

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I could changed ...thank you,.
« Reply #5 on: March 02, 2019, 04:25:11 PM »
 Thanks Thanks thanks to both

 I could change the model ventrue to Brujah without affecting the original. thank you really.

Now, I would like to edit some model, for example, Remove or place a hat, attach armors to a character, place hair to a model. where can you edit the model and is there a tutorial for new models?

Thanks a hug

Offline Ghanima_Atreides

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Re: I could changed ...thank you,.
« Reply #6 on: March 02, 2019, 04:33:15 PM »

Now, I would like to edit some model, for example, Remove or place a hat, attach armors to a character, place hair to a model. where can you edit the model and is there a tutorial for new models?


Unfortunately, you cannot. You cannot add anything to or remove anything from player models, only retexture them. If you try, they will inevitably explode in-game.

You can sometimes remove certain bits (like glasses or hats) by making them invisible on the texture but the results can vary (depends what the model looks like underneath, sometimes there are gaps or odd shapes).

You can also edit models a BIT in Blender (changing the shape, not adding/removing vertices) but I am not a modeller so I will let more knowledgeable people point you to any existing tutorials.
« Last Edit: March 02, 2019, 04:47:40 PM by Ghanima_Atreides »
Strange is the night where black stars rise,
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Offline Javier

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Thanks to All . .. !!!
« Reply #7 on: March 02, 2019, 04:54:32 PM »


thanks to all the help. I will keep it in mind. for now I could make the change. step by step hahaha ..
on this page you can hang the models what one texturizes?


Offline Ghanima_Atreides

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You mean upload them? I guess you could, but this is more of  a discussion forum , not really designed for uploading your mods to.

For that there are other sites such as the Nexus and ModDB

https://www.nexusmods.com/vampirebloodlines

https://www.moddb.com/games/vampire-the-masquerade-bloodlines/addons

But feel free to show previews, WIPs, etc, more of us do that. :vampwink:
Strange is the night where black stars rise,
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But stranger still is
Lost Carcosa.

Offline vampire_nonsense

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Re: I could changed ...thank you,.
« Reply #9 on: March 03, 2019, 04:22:25 PM »

Now, I would like to edit some model, for example, Remove or place a hat, attach armors to a character, place hair to a model. where can you edit the model and is there a tutorial for new models?


Unfortunately, you cannot. You cannot add anything to or remove anything from player models, only retexture them. If you try, they will inevitably explode in-game.


Technically, you can get around this by shrinking the item in question (that is how someone made a version of Damsel with no hat), perhaps placing it within the model as well, or moving it very far away from the model (that sounds like it would cause problems, but more experienced modders have said it's a viable method). Things like hats and sunglasses are separate "parts" you can manipulate in this way. But yes, deleting or adding vertices is a recipe for disaster.

To be as thorough as possible, I will also add there is a method for adding new pieces to models. argikt explained it briefly here. I do not recommend it. It's very advanced, done for overhaul mods, because you must create extra models and edit all the maps.

A very good, detailed tutorial is one of Icicle/Icicle-Baphomet's on models and textures.
VtMB MODELS - Everything About Model & Texture Changing

There is also Dheu's guide.
VTMB Mod Dev Guide

Offline Javier

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Greetings and thanks for your help ... I am new to this modding

How can I create a NPC character (a vampire) to put attributes and powers of vampires and include it in the Game. For example: in the Giovanni mansion, there are more vampires. or when I played in the chinetown there were Kuei jin with powers in the Antitribu mod

I would love to include them so that I am always in my game.

Thanks for your help, excellent page of you.

Offline vampire_nonsense

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I'm sorry, but I don't understand. Do you mean so you want to meet other vampires more often? So you have more supernatural enemies? I know it is possible, but I have never done it. I believe it is mostly work done on the maps, to place the NPC and assign it the correct behaviors.

Dheu's VTMB Mod Dev Guide has more information about modding than just models and textures, so you should check that first. I might be able to tell you a basic thing you must do and where to learn more, but modders who have built big mods would know more than I do. You could also contact burgermeister01 or Wesp5 for some more information on adding new NPCs with powers. :)

Offline Barabbah

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It's really tricky. You have to open each maps you're interested in the VPKTools, copy the text in Notepad++ (or any other program which compares two text files) and compare it with the text of the map used by the unofficial patch which is used as base by the AT mod (which I think is the 9.2 plus). The comparison should show you the differences, you need to check for each one to understand what it does. Same job on the python (although this is already in text format). Then you need, basing on these difference you have confirmed are needed for your job, to understand which other files are needed by these addictions (particles, models and textures, script, ecc.). Then you need to add these things in the game files, using each tool needed for each file. And more of all hope that not only this is enough but you didn't any kind of errors.

Just to tell you how this is complicate (and I bet it can be even more difficult). Sorry. :(
"Some quotations," said Zellaby, "are greatly improved by lack of context."
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Offline vampire_nonsense

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I realized last night I should have mentioned that installing the SDK (here is the latest version), along with the Source Engine wiki (in multiple languages) and the other guides is a very good way to learn how to make big changes of any kind.

Unfortunately you would have to learn a lot before you could do what you want to do. If you decide to continue, I hope some of the links help. :)

Offline Barabbah

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It's a bit like, with a totally generic example, "I want to make my cars be more flowing to use". When you learn to do that on every car you need then you realize you have a knowledge in car engineering like a professional mechanic.
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me