Author
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Topic: Changing monster gfx
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HexenLord Knight

Posts: 83 From: Middletown, Ohio, U.S.A Registered: Apr 2001 |
posted 25 November 2001 17:32
I remember this being done. in the monstats.txt do you just change the code columb to whatever monster you want to change it to? EXAMPLE: If I wanted gheed to look like grizwald, would I change the code in the gheed columb from GH to GZ for Griswold??? I think that was the way to do it, but with all the new columbs, do I have to change anything else?------------------ Let the blood of your enemies make your armor shine victorious in the moonlight.

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 26 November 2001 00:16
You're on the right track...sort of. Go to the Tutorials...there are two new ones on monster modding...Monster tutorial #1 should answer your question here.------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary [This message has been edited by jbouley (edited 26 November 2001).]

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HexenLord Knight

Posts: 83 From: Middletown, Ohio, U.S.A Registered: Apr 2001 |
posted 27 November 2001 13:16
oh, you mean to change the token in montype.txt??? is that all i have to do? I remember that I made some guys look like andariel, and a few like griswold, but the game would sometimes crash, so just one columb right?------------------ Let the blood of your enemies make your armor shine victorious in the moonlight.

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 27 November 2001 14:03
A token change in MonType.txt (actually, you have to change a couple other things besides just the token) generally works.But there are exceptions. For example, if you try to change a spellcaster into a melee monster, you might get a crash when the game tries to case a spell and find that there is no casting animation. To some extent, the copying of the Dir columns in MonType.txt and the Mode columns in monstats.txt gets around this problem...but not always. You will still sometimes get crashes. But, by and large, it works for me with few crashes overall. A big problem is when you try to change minions like golems. Because golems have a summoning animation, only a handful of monsters' gfx will work by doing a token change. The way around this is to replace the individual .dcc (and maybe .cof) files of the monster. That is a bit more involved and can also cause crashes. I have never gone that route personally. ------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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HexenLord Knight

Posts: 83 From: Middletown, Ohio, U.S.A Registered: Apr 2001 |
posted 27 November 2001 18:11
ok, what If I wanted to do nothing but change the smith and/or hephasto to the butcher, the token for him is BU, do I just replace theirs with his? I think that is all you want to do becuase they make all of the same movements and pretty much are the same monster. So just change the token right? I dont want to make a new monster, just change the image, maybe ill change the string name but I know how to do all of that.------------------ Let the blood of your enemies make your armor shine victorious in the moonlight.

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 27 November 2001 18:56
Yeah, the butcher is pretty simple when used in place of The Smith or Hephaesto. Just changing the token to BU should work in this case.You can also create a new Butcher (if you want) by making use of one of the unused rows like the Chaos Horde or Gorgon rows...but then you need to make sure not only to copy the Mode and Dir columns like I mention in my tutorial, but you absolutely need to also use the Smith's or Hepheasto's Base ID number in the new row...or the damn Butcher will just sit there and not attack. ------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 27 November 2001 19:26
Generally, ommiting a missing animation by setting the mode to 0 will not crash the game. I was able to summon "blood hawks" instead of skeletons, using the blood hawk token, I just left the "ModeS1" as 0. You don't see anything when they are summoned, but they summon nonetheless. The worse that happens with a 0 is that sometimes the monster gets "stuck" in it's invisible state and will not do anything. For example, setting attack mode to 0 tends to get monsters stuck invisible when they attack: it's like the game is waiting for the animation to finish before the monster does something else, but since there is no animation to finish...

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 28 November 2001 12:54
That's odd. I have had horrible luck replacing the necroskeleton and necromage. And I replace the Mode columns, which would have automatically made Mode_s1 zero in all such tests. Yet I crashed every single time. And I'm pretty sure I also tested again using the "original" Mode entries for the necroskellies along with the new Token.Or were you referring to monster skeletons as opposed to the necro's summoned minions? ------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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HexenLord Knight

Posts: 83 From: Middletown, Ohio, U.S.A Registered: Apr 2001 |
posted 28 November 2001 15:04
Dont you have to have the number of parts matched to be able to change around the monsters? I remember doing this with act 1 hirelings and corrupt rogues but they didnt have the same number of parts and often froze the game when hireing them. One last thing, which columb was it to make charsi stop hammering with her malus? I remember having to put a 0 in it so I could successfully change her into some sort of monster.------------------ Let the blood of your enemies make your armor shine victorious in the moonlight.

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 28 November 2001 15:33
Typically, if the monster's row has lots of total pieces (as do the skellies) and the monster you want them to become has fewer pieces (which was always the case in my tests)...you won't get problems.That's not a hard-and-fast rule...but generally problems should result only when you clone to a row with too few total pieces...and even then you just get missing body parts. Charsi's hammer-swing should be ModeS1...I think. ------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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