Author
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Topic: Monster Qs
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Baz Honorary Warlord
   
Posts: 687 From: The Netherlands Registered: Nov 2001 |
posted 17 December 2001 00:02
Before u read this: don't start yelling at me like this: Read the tutorials! Use the search function! I did that! But I still don't get it.... 1. How do I make more monsters appear? 2. How do I make the druid summonable monsters as enemies? I tried try follow the tutrial... but I'm dutch and I probarbly didn't understand a few words... 3. Is it possible to make the little bunnies (act 1 town) and the camels (act 2 town) as enemies? 4. How do I change the NPC's into enemies? 5. How do I change the chars into enemies? 6. I thought the Titlescreen was named ExpTitlescreen.... but where can I find it?------------------ Give me fuel, give me fire, give me all that I desire

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 17 December 2001 00:13
1. even you said not to say this go read my levels.txt file guide its for v1.06 so you might not have looked in it (http://www.planetdiablo.com/phrozenkeep/guide-levelstxt.htm) to make more monsters spawn increase monden value just stay below 5000, i tested it with 9999 and there was no more room to move.2. to get the druids summoned as monsters, change the gfx of a existing monster into the druid minions or any minions you will like, also npcs etc. 3. it is possibly to use camels and as good as any critter as a enemy, check out the topic i posted of "Look at this", you will find some info there and again this is done thru gfx editing. 4. change npcs like flavie, act2 guards into enemys is changing aligh, killable and a few other columns in monstats.txt check out my monstats.txt file guide and fecesfaeries monstats.txt file guide. 5. making enemys out of chars is somthing to complicated for some one that appearently dosent know the basics like making more enemys spawn, it is .cof and .dcc and animdata.dcc edting. 6. the titlescreen for d2x is inside d2exp.mpq probably under data\global\ui\frontend\ ------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺǎĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Baz Honorary Warlord
   
Posts: 687 From: The Netherlands Registered: Nov 2001 |
posted 17 December 2001 01:18
You mean (for example) changing the fallen pictures into clay golem pictures. But I mean adding a new monster: the clay golem------------------ Give me fuel, give me fire, give me all that I desire

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 17 December 2001 01:33
every one that did this just replaced another monsters gfx with another monster gfx and renamed it in string.tbl if you would add a new row to monstats.txt the game would crash.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺǎĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Baz Honorary Warlord
   
Posts: 687 From: The Netherlands Registered: Nov 2001 |
posted 17 December 2001 10:10
Oh like that.... I thought you replaced a existing monster. But I replaced the fire golem for a gorgon.....thing. But.... what do u mean? U changed the (for example) skeletons into fire golems?------------------ Give me fuel, give me fire, give me all that I desire

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 17 December 2001 10:30
i changed clay golems into unused worlfs, fallen shamans into necromorbs, yetis into cains... and loads more, mummys into horkdemons.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺǎĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Syntaks WarLord
  
Posts: 231 From: Registered: Sep 2001 |
posted 17 December 2001 10:46
You cannot ADD creatures, if you don't want to replace them. All the lines are hardcoded to work with other files in the game.You don't only have to work with the density in the levels file. In the Monstats.txt there's a Min and Max group. This controls how many of the creature spawn as a pack. And don't worry, I've still not gotten a hang of the monster switching, token change thing..

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Baz Honorary Warlord
   
Posts: 687 From: The Netherlands Registered: Nov 2001 |
posted 17 December 2001 11:08
OK... so I must change (for example) gorgon thing into the fire golem. I'll come back later and say exsactly what I do.------------------ Give me fuel, give me fire, give me all that I desire

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Baz Honorary Warlord
   
Posts: 687 From: The Netherlands Registered: Nov 2001 |
posted 18 December 2001 07:07
Hey Nefarius, can u give me a VERY detailed explanation about how u would make the golems as enemies?------------------ Give me fuel, give me fire, give me all that I desire

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 18 December 2001 07:08
first tell me if you know the basic modding. then i can see if i can right down a reply that wont sound like gibberish nonesence to you.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺǎĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Baz Honorary Warlord
   
Posts: 687 From: The Netherlands Registered: Nov 2001 |
posted 18 December 2001 09:55
Yes, I know the basic modding, I can change skills, add new items with new images, change string files, etc. But I don't know how to use ds1 and cv5 but I don't think that is needed to make an evil golem. But what do u mean by replacing a monsers gfx? So.... if I would replace it with a skeleton, I'll not see a skeleton anymore.------------------ Give me fuel, give me fire, give me all that I desire

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 18 December 2001 10:18
if you cant use cv5 then there will be a problem saving the animations as .dcc and editing them, if you want to avoid hex editing.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺǎĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Baz Honorary Warlord
   
Posts: 687 From: The Netherlands Registered: Nov 2001 |
posted 18 December 2001 11:06
But.... do I need cv5? I mean: whe've already got the golem gfx's.------------------ Give me fuel, give me fire, give me all that I desire

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 18 December 2001 11:13
the only way you can change the gfx format eg: you dont want to hex edit and you need the animation to be more frames long and more sub dirs then you MUST use cv5 or code your own dcc viewer.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺǎĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Baz Honorary Warlord
   
Posts: 687 From: The Netherlands Registered: Nov 2001 |
posted 18 December 2001 13:48
Hey but when I read the tutorial about simple monster making (part 1), I don't see something about using cv5------------------ Give me fuel, give me fire, give me all that I desire

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Baz Honorary Warlord
   
Posts: 687 From: The Netherlands Registered: Nov 2001 |
posted 18 December 2001 13:55
I still can't find that stupid titlescreen.... can somebody send it to bas_harenslak@hotmail.com? So I wanna make more monsters appear... do I need to set the monden in levels.txt higher or must I set MinGrp and MaxGrp in monstats.txt higher?------------------ Give me fuel, give me fire, give me all that I desire

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 18 December 2001 14:22
You don't need Cv5 to make a monster use another monster's appearance... just change it in montype (and monstats for the color presumably)If you have any skillseqs it gets messy, also making bunnies, NPCs, and Characters to enemies involves some more advanced editing to move DCCs around and change AnimData to get the frames right, since bunnies don't have all the animations an evil monster would, or cain doesen't have all the monster animations either, etc. Monmode should explain what the different animations are, look around with MPQView at the data/global/monsters/xx directory where xx is your two-letter token name (the code column in monstats) Monsters appear in clustered groups between MinGrp and MaxGrp. MonDen determines how many groups are spawned in a level (or more accurately how close the groups will be to each other)

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 18 December 2001 15:04
FoxBat, do you happen to know what the relationship is between the level's size and the monden? For example, based on X size and Y monden, there should be Z monster groups. Basically, how tightly packed together are monster groups based on a certain lvl size AND monden...do you have any numerical answer for this?------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 18 December 2001 17:27
The anwser is that level size is irrelevant. That's why I said, more accurately, MonDen represents how close the monster groups are to each other. Think of it as putting X groups per square yard or such. Bigger level, more monsters, according to the X per yard rate.What type of level you are on does have subtle effects on how many you encounter at one time. In the outdoors you tend to draw more monsters at once than indoors, because there are no walls to obstruct vision. But the X per square yard rate from MonDen is the same.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 18 December 2001 17:43
So, then do you know how the closeness is measured of groups per 1 monden unit? So, let's say 1 monden unit means that the groups are ? yards away from each other? I was wondering if there was a value to monden as 1 unit where 1 unit equals X yards from each other. ------------------ God gave me a brain to use but I miserably failed to use it to my advantage [This message has been edited by Apocalypse Demon (edited 18 December 2001).]

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 18 December 2001 19:42
No Idea. I wouldn't be suprised if the *real* truth is that MonDen simply represents the % chance that a monster group will appear within a given part of the level, no direct measure of distance at all.

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 18 December 2001 23:48
you would need cv5 to avoid hex editing, that is what i said not that you need it if you do what other ppl do.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺǎĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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