[CLASS] Vindicator

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Re: [CLASS] Vindicator

Postby spacepirate » Wed Dec 07, 2011 5:13 pm

N3MES1S wrote:Thx, but yea thats the way i am doing it, but as i said, i cant get the item patcher to work. The Airbender and Spiritdancer has 1 shared folder where the items folder is located, so i do the process with the airbender and the spiritdancer using the same items folder, maybe thats the problem, i dunno, but it says 0 items processed. In the case of the valkyrie, i do it again, search the items folder of the valkyrie, i put "Vanquisher" in the copying class and "Valkyrie" on the new class, i click on generate and again, 0 files processed. And as far as i know, it should have processed the entire items folder right?. Because wat the program does exactly?? it creates copies of the original items with another name or something, so there is no conflicts?? the problem is i cant even understand wat the program does, so i dunno if it should say 0 items processed or not :shock: , but if i am correct, it should process the entire valkyrie item folder and the entire airbender-spiritdancer item folder.
Oh! I see what you're doing. Essentially, you're trying to add the class to their own folders, which is why it keeps telling you there's nothing to be done. The purpose of the creator is not to merge pre-existing files, its actually made to generate those files in the first place.

You don't have to change the directory or anything. Just leave the folder line to its default setting, and add the classes from there by filling in the other 2 fields and hitting generate. See, we WANT them to be all in the same folder, and since the ClassCreator doesn't go looking for anything in other folders, you need to tell it what to make.

Example -
We start with this file when we first install the ClassCreator:
Spoiler: show
\ClassCreator\media\units\items\armor\a_chest_magic_04a.dat
Code: Select all
[UNIT]
<STRING>BASEFILE:media/units/items/armor/base_chest_a_magic.dat
<STRING>ICON:alchemist_hvyleather_body
<STRING>RESOURCEDIRECTORY:media/models/armor
<STRING>MESHFILE:leatherpile
<INTEGER>RARITY:100
<STRING>NAME:a Buckled Chest
<INTEGER>LEVEL:2
<INTEGER>ARMOR_PHYSICAL:83
<STRING>UNIT_GUID:-35744580700401186
<TRANSLATE>DISPLAYNAME:Buckled Chest
<INTEGER>ARMOR_FIRE:17
<INTEGER>DEFENSE_REQUIRED:80
<INTEGER>MAGIC_REQUIRED:15
<STRING>GAMBLER_ICON:leatherarmor
[WARDROBE]
<STRING>CLASS:DESTROYER
<STRING>TEXTURE:media/wardrobe/destroyer/dest_scale_chest.png
<STRING>MESH:media/wardrobe/destroyer/scale_set.mesh
<STRING>ICON:scalevest
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:ALCHEMIST
<STRING>TEXTURE:media/wardrobe/alchemist/alchemist_hvyleather_chest.png
<STRING>MESH:media/wardrobe/alchemist/hvyleather_set.mesh
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:VANQUISHER
<STRING>MESH:media/wardrobe/vanquisher/vanquisher_buckled.mesh
<STRING>TEXTURE:media/wardrobe/vanquisher/buckled_chest.png
<STRING>ICON:vanq_buckled_body
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:Vindicator
<STRING>TEXTURE:media/wardrobe/vindicator/zealot_buckled_chest.png
<STRING>MESH:media/wardrobe/vindicator/zealot_buckled.mesh
<STRING>ICON:vanq_buckled_body
[/WARDROBE]
[/UNIT]
It's the 3 base classes, plus the vindicator. All 4 have their own little blocks so we know what it is supposed to look like when they wear it.

We then run the ClassCreator.exe, and add the VALKYRIE (vanquisher copy), SPIRITIST (vanquisher copy), JEDI (alchemist copy), and SITH LORD (alchemist copy) to get this file:
Spoiler: show
\ClassCreator\media\units\items\armor\a_chest_magic_04a.dat
Code: Select all
[UNIT]
<STRING>BASEFILE:media/units/items/armor/base_chest_a_magic.dat
<STRING>ICON:alchemist_hvyleather_body
<STRING>RESOURCEDIRECTORY:media/models/armor
<STRING>MESHFILE:leatherpile
<INTEGER>RARITY:100
<STRING>NAME:a Buckled Chest
<INTEGER>LEVEL:2
<INTEGER>ARMOR_PHYSICAL:83
<STRING>UNIT_GUID:-35744580700401186
<TRANSLATE>DISPLAYNAME:Buckled Chest
<INTEGER>ARMOR_FIRE:17
<INTEGER>DEFENSE_REQUIRED:80
<INTEGER>MAGIC_REQUIRED:15
<STRING>GAMBLER_ICON:leatherarmor
[WARDROBE]
<STRING>CLASS:DESTROYER
<STRING>TEXTURE:media/wardrobe/destroyer/dest_scale_chest.png
<STRING>MESH:media/wardrobe/destroyer/scale_set.mesh
<STRING>ICON:scalevest
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:ALCHEMIST
<STRING>TEXTURE:media/wardrobe/alchemist/alchemist_hvyleather_chest.png
<STRING>MESH:media/wardrobe/alchemist/hvyleather_set.mesh
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:VANQUISHER
<STRING>MESH:media/wardrobe/vanquisher/vanquisher_buckled.mesh
<STRING>TEXTURE:media/wardrobe/vanquisher/buckled_chest.png
<STRING>ICON:vanq_buckled_body
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:Vindicator
<STRING>TEXTURE:media/wardrobe/vindicator/zealot_buckled_chest.png
<STRING>MESH:media/wardrobe/vindicator/zealot_buckled.mesh
<STRING>ICON:vanq_buckled_body
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:VALKYRIE
<STRING>MESH:media/wardrobe/vanquisher/vanquisher_buckled.mesh
<STRING>TEXTURE:media/wardrobe/vanquisher/buckled_chest.png
<STRING>ICON:vanq_buckled_body
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:SPIRITIST
<STRING>MESH:media/wardrobe/vanquisher/vanquisher_buckled.mesh
<STRING>TEXTURE:media/wardrobe/vanquisher/buckled_chest.png
<STRING>ICON:vanq_buckled_body
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:JEDI
<STRING>TEXTURE:media/wardrobe/alchemist/alchemist_hvyleather_chest.png
<STRING>MESH:media/wardrobe/alchemist/hvyleather_set.mesh
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:SITH LORD
<STRING>TEXTURE:media/wardrobe/alchemist/alchemist_hvyleather_chest.png
<STRING>MESH:media/wardrobe/alchemist/hvyleather_set.mesh
[/WARDROBE]
[/UNIT]


And now that file is complete, and all the classes can wear the magic-imbued Buckled Chest in all its leathery glory. If we run the ClassCreator again to add any of those classes, it will see that they exist, and it will skip the file instead of adding the class again. And if there's nothing to do, it won't count that file towards its final total. If none of the files need to have the class added, it gives you "0 items" at the end. So it saying "0 items" is its way of telling you that the folder you selected has all the items fixed for that class already.

N3MES1S wrote:Maybe i am doing something wrong since the beginning, for example, i suposse before we open the class creator, we must fill in the characterlayout file of the class creator right?? so the program shows all the classes installed.
Eh, mine shows a complete blank for the Classes tab, since I have the character layout loaded elsewhere. I think most people use the HotSpot character layout, since it does a nice job of generating a list to choose from. I prefer pictures so I splice them together manually in notepad. Once you've done a few, it's really simple to add more.

N3MES1S wrote:The names on the copying class and new class must be in quotes or something???
I just put the quotes in there so it would read better on the forums, they aren't used in the program.
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Re: [CLASS] Vindicator

Postby N3MES1S » Wed Dec 07, 2011 6:38 pm

Oh crap, i already figured it out by looking in the Class Creator readme xD. I was changing the items folder to the class one, instead of pointing at the class creator items folder :p, i feel so dumb now xD. Yeah, i was getting crazy for moments, i just imagined how the program should work and i couldnt think in another way ._.

Yeah, now i understand the purpose of the program, and i know wat im doing -.- thank you very much, and my apologies if i made u feel like teaching to a monkey ;)

I will try laterz with my new knowledge :p

And i will not rest until i tell u a thousand thanks for the time u taking to teach monkeys like me haha. Ok, jokes out :shock:
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Re: [CLASS] Vindicator

Postby N3MES1S » Thu Dec 08, 2011 3:24 am

Im afraid i give up ._.

I reinstalled the whole game, because i wanted to clean all the savegames, and i installed the mods one by one. First i installed the light mods, like the beeswarm, the tigercat mod and the lvlandskill mod. After that i installed the class mods one after another... This time i did the things right, but still it didnt work :( ,

First, i added the Vindicator, and after that i added the valkyrie. I do the item patch on the valkyrie and the process is ok (xxx items processed). I start the game, and all seems ok, but when i reach level 2 and i put the shoulder armor on the valkyrie, it gets missplaced.

I exit the game, i install the airbender, i do the item patch on the airbender and i start the game again.

When i enter in the charcarcter screen, all items of all characters are missplaced and almost all of em are missing. :(

So as it seems, now i get more issues than before. I dunno if any mods of i install before the class mods must be the issue, but i dont think those mods are causing conflicts.

So, resuming, the first time i install a class and i do the item patcher, it works ONLY in the airbender, vindicator (and as i remember, the spiritdancer as well) but NOT in the Valkyrie.

The second time i start the game, all the items get messed up, not showing up or missplaced.

Any ideas? cuz im about to definitely give up.

This is the mod.dat file, and those are all the mods i have installed:

[MODS]
<BOOL>CHECKFORNEW:true
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/CLASSCREATOR/
<INTEGER>PRIORITY:0
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/[CLASS]VINDICATOR/
<INTEGER>PRIORITY:1
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/[CLASS]VINDICATORSKILLS/
<INTEGER>PRIORITY:2
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/[FIX]ZEALOTSHRINE/
<INTEGER>PRIORITY:3
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/[ITEM]MAGICPOTIONS/
<INTEGER>PRIORITY:4
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/STARCH2/
<INTEGER>PRIORITY:5
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/TIGERCAT_V3_5/
<INTEGER>PRIORITY:6
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/BEES/
<INTEGER>PRIORITY:7
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/RESPECMOD/
<INTEGER>PRIORITY:8
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/LVLANDSKILLMOD/
<INTEGER>PRIORITY:9
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/[CLASS]VALKYRIE2_V4.3/
<INTEGER>PRIORITY:10
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/N3MES1S/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/AIRBENDER/
<INTEGER>PRIORITY:11
<BOOL>COMPRESSED:true
[/MOD]
[/MODS]

EDIT: I removed the lvlandskill mod and it seems that now , the things are back to normal, but the valkyrie still is showing missplaced armour shoulders. I dont have any more mods that should conflict (i tried removing the starch2 mod as well, but nothing changed so..). I searched for any mod installed that was using items that could conflict, but only the lvlandskill mod was, and i removed it. But still the valkyrie is showing up missplaced items. I noticed, if i look into the items folder of the Class Creator, in the shoulder DAT files i cant see any reference to the valkyrie, but i can see references on the armour DAT files , for example. Is this right??
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Re: [CLASS] Vindicator

Postby Phanjam » Thu Dec 08, 2011 9:31 am

Spacepirate first of all, sorry for mucking up your thread with issues about other classes :(

I spotted a few issues with using the ClassCreator.

The first is simple - when you run the Creator to add the Valkyrie class, you need to select "Destroyer" rather than "Vanquisher" as the class to copy (only because the Valkyrie uses the texture and mesh filenames from the Destroyer class)

The second I think is more complicated. For the Valkyrie, Jedi, Sith and Spiritist classes the items need to point to texture and mesh files inside the class' custom wardrobe folder and not to the wardrobe folder of the copied class.

So for example for the Sith Lord, the patched items should say...
<STRING>TEXTURE:media\wardrobe\sithlord\...
rather than
<STRING>TEXTURE:media\wardrobe\alchemist\...

I don't know if the ClassCreator app will give you the option to define the folder paths this way. At least, I couldn't find a tick-box or something on the app for this option :( ...

I know Dusho's item fixer has this option, so I'm still trying to get a set of patched items using that app...
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Re: [CLASS] Vindicator

Postby N3MES1S » Thu Dec 08, 2011 1:14 pm

I am investigating as well Dusho's item fixer, but i understand, for using Dusho's item fixer that we need to make the fixes 1 class by one, and of course we need to remove the Class creator program so every class loads its own fixed items? i did a test with the Valkyrie paths, and yes, the program creates another separate folder with the new class fixed items :p, so we need to copy / replace the items folder on the valkyrie mod with the new ones?

About the valkyrie copied class, i tried with the Destroyer, but the results were cathastrophic, the mesh of the Valkyrie got deformed and flat ._.

Spacepirate, im sorry as well, it seems that this thread became the custom classes fixed items thread.. but all it started because i didnt want to remove the Vindicator, for now, the best class ive ever tried (of course i m still in process of trying other classes, actually i didnt try any other class deeper, but until i dont resolve the items issue... )
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Re: [CLASS] Vindicator

Postby spacepirate » Thu Dec 08, 2011 3:17 pm

Phanjam wrote:The first is simple - when you run the Creator to add the Valkyrie class, you need to select "Destroyer" rather than "Vanquisher" as the class to copy (only because the Valkyrie uses the texture and mesh filenames from the Destroyer class)
Oh, you tricksy little hobbitses

Phanjam wrote:The second I think is more complicated. For the Valkyrie, Jedi, Sith and Spiritist classes the items need to point to texture and mesh files inside the class' custom wardrobe folder and not to the wardrobe folder of the copied class.

So for example for the Sith Lord, the patched items should say...
<STRING>TEXTURE:media\wardrobe\sithlord\...
rather than
<STRING>TEXTURE:media\wardrobe\alchemist\...
This is debatable, really. The second one sticks them with all the default armors and ignores any custom textures and the like, but makes everything at least look normal. The first one uses the custom resources, and is therefore the prefered option. But both should remove the "helm in face" bug.

Phanjam wrote:I don't know if the ClassCreator app will give you the option to define the folder paths this way. At least, I couldn't find a tick-box or something on the app for this option :( ...

I know Dusho's item fixer has this option, so I'm still trying to get a set of patched items using that app...
I was avoiding dusho's because its tendency to make a new folder is so annoying when you're trying to run a chain of them. But since the first doesn't update paths, I guess I sit down and make the files.

What do we want in it? Vindicator, Spiritist, Valkyrie, AIrbender, Spirit Dancer, Jedi, and Sith Lord? Any others I should get in there?

And for kicks, what kinda options we looking for on the character select screen? Might as well throw one of those in while I'm at it.
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Re: [CLASS] Vindicator

Postby spacepirate » Thu Dec 08, 2011 4:22 pm

New mod for armors Install and set to load first, you know the drill. :lol:

Its got a custom character layout and everything!
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Re: [CLASS] Vindicator

Postby Omnicide » Thu Dec 08, 2011 6:58 pm

Spacepirate, Arkham and I were discussing doing some further customization on the coloring of the Vindicator's gunslinger armor for our own preferences, and I noticed/mentioned that the gunslinger's red face bandana has some issues. Arkham sums it up below much better than I ever could:

Image

This is a screenshot of the Gunslinger Zealot's face in Maya. The thick polygon borders show border edges (i.e. unmerged/unwelded edges). That's the source of the problem you observed with the mask; because the geometry's faces aren't connected on the mask, any lighting on them will get faceted and cannot be smoothly bridged across the poly edges.
You'll have to tell spacepirate that he will need to merge the verticies of the facemask together and then smooth the edge/vertex normals (I'm going to guess he knows how to do both of these already, and this is just an oversight).

There is a second thing, as well -- beneath the mask faces, the Zealot's face faces (boy this terminology is getting confusing. I mean the polygons for the lower half of the Zealot's face.) are still there, beneath the mask. Since there is no way those faces are ever going to be visible while the character is wearing the Gunslinger helmet, he should really delete those faces.
At most, there should be a few from the chin/jaw, in the incredibly unlikely event the in-game camera will ever let the player see from that low of an angle, but the ones that are directly behind the mask -- basically her mouth, cheeks, and lower nose -- simply are't going to be visible, and should just be removed.


It's a small issue really, but I still thought you should know. When compared to the smoothness/roundness of the assassin's face mask the gunslinger's bandana appears somewhat 'blocky' for lack of a better description. If you would like some screenshots to see what I'm talking about, just let me know. 8-)

Thanks
ImageImage
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Re: [CLASS] Vindicator

Postby Omnicide » Thu Dec 08, 2011 7:07 pm

spacepirate wrote:New mod for armors Install and set to load first, you know the drill. :lol:

Its got a custom character layout and everything!


Thank you very much for this fix! My Vindicator and Sith armors now work correctly with both mods installed. :D
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Re: [CLASS] Vindicator

Postby spacepirate » Thu Dec 08, 2011 7:55 pm

Arkham wrote:(I'm going to guess he knows how to do both of these already, and this is just an oversight).
Haha, no. The mask wasn't even made by me, and was added onto the gunslinger set using a text editor. I've been aware of its lighting issues, its just that there's really nothing I can do about it, so I've left it alone. :lol:

Arkham wrote:There is a second thing, as well -- beneath the mask faces, the Zealot's face faces (boy this terminology is getting confusing. I mean the polygons for the lower half of the Zealot's face.) are still there, beneath the mask. Since there is no way those faces are ever going to be visible while the character is wearing the Gunslinger helmet, he should really delete those faces.
Actually, the assassin set still has the mask on the body because you SHOULDN'T be able to see her face, but do to game mechanics, it will still be able to show.

I mean, I'm almost embarassed by how easy it is to display graphic problems in game:
Image

And all of 2 seconds later on the same rotating freeze:
Image
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Re: [CLASS] Vindicator

Postby SixshotOverdrive » Thu Dec 08, 2011 9:26 pm

Omnicide wrote:When compared to the smoothness/roundness of the assassin's face mask the gunslinger's bandana appears somewhat 'blocky' for lack of a better description.

Gotcha. I'll fix that up when I do the other gloves.

In regards to the 'face' faces still being there. Originally, the mask wasn't something specifically asked for, as I didn't assume peoples intentions for it, I didn't want to restrict their usage either. Using alpha channels you could make it a different shape, semi-transparent, ripped, what have you. It was then ported over to the other helmets without much thought. However, Arkhams right. If it's going to be left completely solid, as is the case with the gunslinger, there's no reason they can't just be deleted.
Image
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Re: [CLASS] Vindicator

Postby Cobalt » Thu Dec 08, 2011 11:08 pm

spacepirate wrote:New mod for armors Install and set to load first, you know the drill. :lol:

Its got a custom character layout and everything!

Just out of curiosity, what exactly does this mod... do?

I know it's supposed to fix armor issues, but, what exactly does it do to achieve this?
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Re: [CLASS] Vindicator

Postby Phanjam » Fri Dec 09, 2011 9:12 am

Cobalt wrote:Just out of curiosity, what exactly does this mod... do?
I know it's supposed to fix armor issues, but, what exactly does it do to achieve this?

The way armor pieces display on your character is controlled by a set of about 1,200 .dat files (look in "media/units/items/..."). These .dat files contain instructions for which mesh, texture and icon file to use for the item in question, in relation to each class in the game.

The default set of these items contain instructions only for the standard classes in the game (Destroyer, Alchemist, Vanquisher). So to make the items work with a new class, you have to insert new instruction into each of the item .dat files to cover that class. So class mods typically already fix these item files, but only for the new class it introduces.

When TL1 reads these item files into the game it will use only the first one it comes across and disregard any duplicates which follow. So When you have multiple class mods installed, even if each class mod has its set of modded item files ready, only the first class mod to load will successfully get its files into the game. The result is mis-displayed armor, a.k.a. the "funky armor bug".

Spacepirate's mod is a set of all these item .dat files which he has modified to include the instructions for multiple classes. The ones I can remember are Vindicator, Jedi, Sith Lord, Spiritist, Valkyrie, Airbender and Spirit Dancer (there could be more but I'm not sure). So, if you make sure this mod loads first, it will load in a set of item files that will display the armor items correctly on each of those new classes they were modded to handle.

Theoretically, you could make a "super version" of this item files set, capable of handling all classes ever made.
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Re: [CLASS] Vindicator

Postby Cobalt » Fri Dec 09, 2011 9:20 am

Phanjam wrote:
Cobalt wrote:Just out of curiosity, what exactly does this mod... do?
I know it's supposed to fix armor issues, but, what exactly does it do to achieve this?

The way armor pieces display on your character is controlled by a set of about 1,200 .dat files (look in "media/units/items/..."). These .dat files contain instructions for which mesh, texture and icon file to use for the item in question, in relation to each class in the game.

The default set of these items contain instructions only for the standard classes in the game (Destroyer, Alchemist, Vanquisher). So to make the items work with a new class, you have to insert new instruction into each of the item .dat files to cover that class. So class mods typically already fix these item files, but only for the new class it introduces.

When TL1 reads these item files into the game it will use only the first one it comes across and disregard any duplicates which follow. So When you have multiple class mods installed, even if each class mod has its set of modded item files ready, only the first class mod to load will successfully get its files into the game. The result is mis-displayed armor, a.k.a. the "funky armor bug".

Spacepirate's mod is a set of all these item .dat files which he has modified to include the instructions for multiple classes. The ones I can remember are Vindicator, Jedi, Sith Lord, Spiritist, Valkyrie, Airbender and Spirit Dancer (there could be more but I'm not sure). So, if you make sure this mod loads first, it will load in a set of item files that will display the armor items correctly on each of those new classes they were modded to handle.

Theoretically, you could make a "super version" of this item files set, capable of handling all classes ever made.

Oh wow! So the armor issues I've had in the past won't be a problem with this 'patch'? That's great! Thanks for the breakdown, that's very useful to know.
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Re: [CLASS] Vindicator

Postby Phanjam » Fri Dec 09, 2011 9:31 am

Cobalt wrote:So the armor issues I've had in the past won't be a problem with this 'patch'?

It won't be a problem only if the patch you're applying contains the instructions for all the mods you intend to install. This particular patch was made-by-request by Spacepirate for a set of classes which N3M3SIS and Omnicide wanted to play.

Cobalt wrote:Thanks for the breakdown, that's very useful to know.

NP :) !
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Re: [CLASS] Vindicator

Postby N3MES1S » Fri Dec 09, 2011 9:37 am

spacepirate wrote:New mod for armors Install and set to load first, you know the drill. :lol:

Its got a custom character layout and everything!



THX!!. But i have a doubt.. yesterday i installed Lady Knight and Enchantress (gj Phanjam, another 2 great classes) and yup, they work perfect after the item fix, but how should i install "manually" only the new fixed items for the valkyrie / jedi / etc to work correctly? should i just copy / replace the older classcreator item folder and after that add the lady knight and enchantress again? is there any way to make the classcreator to delete the lines of the dat file instead of adding em?? i know is too much to ask :p, but that will be just awesome. Anyways, thanx for all your efforts, this makes me to really start on thinking on modding and im sure when torchlight 2 comes out, i will
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Re: [CLASS] Vindicator

Postby Phanjam » Fri Dec 09, 2011 10:00 am

N3MES1S wrote:.. yesterday i installed Lady Knight and Enchantress (gj Phanjam, another 2 great classes)

Thanks but the Lady Knight is by the great Dusho, not me :) .

N3MES1S wrote: and yup, they work perfect after the item fix, but how should i install "manually" only the new fixed items for the valkyrie / jedi / etc to work correctly? should i just copy / replace the older classcreator item folder and after that add the lady knight and enchantress again? is there any way to make the classcreator to delete the lines of the dat file instead of adding em??

Are you saying you're trying to create new set of item files, starting from Spacepirate's set and adding the changes for the Lady Knight and Enchantress mods? As for removing item changes, you don't need to do that for those classes you won't be playing. You can leave the changes in there and it won't affect your game.

N3MES1S wrote:thanx for all your efforts, this makes me to really start on thinking on modding and im sure when torchlight 2 comes out, i will

I look forward to playing your mods!
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Re: [CLASS] Vindicator

Postby N3MES1S » Fri Dec 09, 2011 10:44 am

Oh, i thought i read in the Lady Knight it was u phanjam, nm then very good job to Dusho ;)

Right now, im not trying anything, i mean i have installed with no problems, the vindicator, airbender, spiritdancer, lady knight and enchantress, so i need to "fix" valkyrie, jedi and sith, specially the valkyrie that is a class that i wanted to play since time ago ;), so i just need to add the valkyrie,and other classes with the item fixes to the ones i already have-

About start of mod in TL, i say i will start in TL2, cuz right now i dont have enough time, besides i am modding for "Gratuitous Space Battles" a big mod since time ago and i need to focus on it before anything else so i can finish it fast. But yea, i did some things for "Kings Bounty Armored Princess" and Street Fighter IV, so i think once i start modding in TL and i know the basics of evertying i will get fast in the line ;)
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Re: [CLASS] Vindicator

Postby Phanjam » Fri Dec 09, 2011 10:51 am

Okay sounds like you already have the right rythmn for the item-fixing! :) just remember it's the Destroyer which should be the "class to copy" for the Valkyrie.
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Re: [CLASS] Vindicator

Postby spacepirate » Fri Dec 09, 2011 4:21 pm

If no changes have been made to a new classes wardrobe folder (or its missing) go ahead and use the regular ClassCreator with the method I described earlier to copy the existing classes and use the default paths.

If the class has made changes to its armors or meshes, or basically has something in the wardrobe folder you need for it to show properly, you need to use dusho's and set the path to the list of items you are using. Then select the class to copy from the drop-down, and check the first 2 boxes to override the locations. Then generate the files.

Now the annoying bit.

Go into the items folder you selected, and go up 1 level into the "units" folder. You will see another folder there with your new class name. Go into that folder, and you will see an "items" folder. Go ahead and move that folder back out into the "units" folder and tell it to overwrite everything. It's okay to do so, since its the same files, just with the new class added in. You can then go ahead and remove the empty folder with the new class name on it, since its not going to be used for anything now.

And now you have all the armors for your old classes, plus the new one you just added in.
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