the Phrozen Forums
  Graphics and Animation
  *GULP* here goes.....

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   *GULP* here goes.....
Baynne
Honorary Warlord

Posts: 279
From: USA
Registered: Mar 2002

posted 12 March 2002 12:48     Click Here to See the Profile for Baynne        Reply w/Quote   Visit Baynne's Homepage!
i got the dc6 files for the necro and barb character create screen, and i renamed all the necro ones to the barb ones. the new barb shows up, let's see what happens if i click on him... will post in a min.

IP Logged

Baynne
Honorary Warlord

Posts: 279
From: USA
Registered: Mar 2002

posted 12 March 2002 12:53     Click Here to See the Profile for Baynne        Reply w/Quote   Visit Baynne's Homepage!
just as i thought:

Assertion Failure
D2Glide\Src\glSprite.cpp, lie #206
Expression: ptCelContext->hCel

and the other thing is that the necro shows up over the barb sharpening his axe, so you see the barb and the necro in the same place. i know this is because the necro has one more animation for the char create screen, so i was wondering if there was a way to make the game not read the last animation?

------------------
check it out, my site is in the works: http://www.geocities.com/baynne2001/difwor.html

IP Logged

Baynne
Honorary Warlord

Posts: 279
From: USA
Registered: Mar 2002

posted 12 March 2002 13:17     Click Here to See the Profile for Baynne        Reply w/Quote   Visit Baynne's Homepage!
who da man? that is ME! WOOT! i got it to work just perfect

here is how, as i know i was not the only one with this problem.

go into the d2data.mpq and look under .dc6 for data\global\ui\frontend\##bw.dc6

## is the class token, and d2data.mpq only has the 5 original classes. look int d2exp.mpq for the other 2.

there should be six or seven of these files, depending on the class. you should be able to figure out the tokens but if not here they are:
am = amazon
ba = barbarian
ne = necromancer
pa = paladin
so = sorceress
dz = druid
not sure what the assassin is, but i have faith you will find out

now, highlight all the animation files and save it to your mod directory, just save it into c:\program files\Diablo II\(your mod folder here), and click keep structure.

now, i recommend saving the anim files for both the classes that you are using, so you have a reference. now in my case, i was copying the barb to the necros place. go into windows explorer (yes, i assume you are using windows) and find the directory of the 2 classes. you will notice that the necro has one animation more than the barb does. this will be covered in a moment. right now, use the necro folder. rename the files to the barb animations by changing the "ne" at the front of the name to "ba". do this to all the necro animations. there, now he will show up as a barb at the creation screen, but he will freeze when you click on him. how to fix this? you ask?, it's not as hard as it seems. go into the barb folder and copy the file "banu3.dc6" into the necro folder.

this is the core of the apple here:
rename "banu3.dc6" in the necro folder to "nenu3s.dc6". make sure that s appears at the end. Congratulations my friend! you have just taken the necro out of the character creation screen and replaced him with a fully selectable barbarian!


(this is going to be added to the tutorial section right?)

------------------
check it out, my site is in the works: http://www.geocities.com/baynne2001/difwor.html

[This message has been edited by Baynne (edited 12 March 2002).]

IP Logged

Baynne
Honorary Warlord

Posts: 279
From: USA
Registered: Mar 2002

posted 12 March 2002 13:20     Click Here to See the Profile for Baynne        Reply w/Quote   Visit Baynne's Homepage!
now i just have to figure out how to replace the necro with the barb at the char select screen

------------------
check it out, my site is in the works: http://www.geocities.com/baynne2001/difwor.html

IP Logged

UJN
WarLord

Posts: 227
From: Luleå, Norrbotten, Sverige
Registered: Feb 2002

posted 13 March 2002 08:12     Click Here to See the Profile for UJN   Click Here to Email UJN        Reply w/Quote   
Much easier when u change sorc-necro. Both have same number of files
I think it'll work now, havn't tested, but everything seems to be as it should. They should put that in the tutorials-section.
Very good job and thanks a lot for sharing ur wisdom

IP Logged

Baynne
Honorary Warlord

Posts: 279
From: USA
Registered: Mar 2002

posted 13 March 2002 11:05     Click Here to See the Profile for Baynne        Reply w/Quote   Visit Baynne's Homepage!
and as far as getting the change into the character selection screen, i think that will involve renaming the necros neutral animations to the barb, and while there are not as many neutral animtions, there are still a few, and there are a few folders too. it will take time to weed out the neutral animations, but im sure i could do it. however, i am working on other aspects of my mod, and character appearance at one screen might just be a bug to fix in the second release.


"It is better to fo a lot of little things sometimes, than to do just one big thing", Me
------------------
check it out, my site is in the works: http://www.geocities.com/baynne2001/difwor.html

[This message has been edited by Baynne (edited 13 March 2002).]

IP Logged

UJN
WarLord

Posts: 227
From: Luleå, Norrbotten, Sverige
Registered: Feb 2002

posted 14 March 2002 04:07     Click Here to See the Profile for UJN   Click Here to Email UJN        Reply w/Quote   
K, then ur not like me, I want everything to be perfect before I start with something new.
Just let me know if u discover how to do it.

IP Logged

All times are Central Standard Time

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | The PhrozenKeep

© PhrozenKeep.com . all buttons made by the Evilenglishman . swords and shields by DigiBO.


Ultimate Bulletin Board 5.47c