As TorchEd isn't available yet I was thinking of helping you guys how to create your own item.
In this example I am going to make a Unique Ring, you can of course make anything, from amulets to your very own fish.
However, if you want to make your very own one with new texture you need to know how to make new models in 3d Studio Max or Blender etc.
In this tutorial I am sticking with the existing models.
Preparations:
To do this you will need the ADM Converter so you can make your own ADM file to DAT and the other way around.
The program which one at the forum have made can be located here:
http://forums.runicgames.com/viewtopic.php?f=6&t=2903.
After you have that you need to unzip your "pak.zip" in the game directory, you will then have all the necessary files which the game uses.
When you have made all this you need to copy your ADM Converter (also called "tldat.exe") to pak/media directory (which was the one you just unzipped) then make a test.bat file and include the code:
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for /f "delims=" %%a IN ('dir /s /b *.adm') do tldat "%%a"
Now double click on your BAT file to make all your ADM files to DAT so you can edit your item or any other stuff for that matter.
Note: This will take a few minutes!
Time to create our Ring:
Go to the Mod folder which is located here "AppData\Roaming\runic games\torchlight\mods" and create a directory inside it called "YourItemMod".
In that folder you need to have these directories for it to work: "YourItemMod/media/units/items/rings".
After you have made it this far it is time to create the DAT file, simple choose any of the rings inside the "pak/media/units/items/rings/" then copy it and paste it in your "YourItemMod/media/units/items/rings/ringname.dat"
In this tutorial my ring will be called "RING_UNIQUE_XAILRING.dat" as well as "RING_UNIQUE_XAILRING.dat.adm".
To change the properties of the ring simply right click on your DAT file and choose to open it with notepad.
My Ring looks like this:
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[UNIT]
<STRING>BASEFILE:media\units\items\rings\base_ring_unique.dat
<STRING>ICON:ringjeweled
<INTEGER>LEVEL:30
<INTEGER>VALUE:375
<INTEGER>MINLEVEL:30
<INTEGER>MAXLEVEL:999
<INTEGER>RARITY:100
<STRING>NAME:XaiLRing
<TRANSLATE>DISPLAYNAME:XaiL's Tutorial Ring
[AFFIXES]
<STRING>AFFIX:UNIQUE_KNOCKBACK
[/AFFIXES]
[/UNIT]
For now, the only effect my ring does it adding a small amount of Knockback, look inside the different DAT files to find out more affixes to add.
I haven't had the time to see of how many properties a item can have but don't add anymore affixes then 8 to make the item balanced!
Note: Unit_Guid, needs to be remove for it to work properly.
(The game will auto-generate a unique guid for the new unit. If you don't do this original won't show up.
That said Bebop in one of the threads in the forum.)
When you feel you are done with your DAT file you need to move the tldat.exe again to "YourItemMod/media/units/items/rings", then go to cmd and change directory to the above one then write: "tldat.exe RING_UNIQUE_XAILRING.dat".
This will make a DAT.ADM of your item.
Note: You need to do this everytime you make a item, or even changing the current one.
UPDATE:
One guy in the thread stated that you only need the DAT file as the game automatically creates a DAT.ADM.
But if you want to be 100% sure both files are in the folder do as above.
Now all you need to do is to try it out by enabling the console and enter the name of your item, for this example my item is named "XaiLRing".
All I need to do is to type that name in the console for it to be dropped near my character.
Note: I am not sure the game will drop your new item as a actual loot, so for now you can use the console once to spawn your created item.
Enjoy!
Feel free to message me if you don't get it to work.
I will be doing alot of more guides when the editor is in our hands.


