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Post by Deleted on Feb 29, 2020 13:39:19 GMT -5
Hello, I'm making Real Ghostbusters cc and I wanted to take the Infection Scanner from Strangerville and make it: A.) Not a debug item and buy-able like normal. B.) Able to be used anytime, but still use the animations and noises it does during it's intended use with finding spores. I've made a Real Ghostbusters Psychokinetic Energy (P.K.E.) Meter and swapped it for the model of the Infection Scanner. I can't really test it without doing the whole Strangerville business and I would like one that can be used whenever (and not JUST around spores), or at least in the presence of sim ghosts if possible. I don't know how to do game mods yet and thought I might ask for some suggestions and help. I was just going to make something cosmetic, but if someone has a more practical idea for it, I'm open to hear it. I'd also not mind any good tutorials on adding features and functions to items. Thank you for your time and help!
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Post by Deleted on Mar 1, 2020 11:48:57 GMT -5
I've managed to fix the part where it's now not a DEBUG item, but I'm trying to figure out how to dive into the Object Tuning and make a custom one where it can be used anywhere. It doesn't even have to be useful. I don't need it to find anything, I just need it to do the animation and be usable anytime/anywhere. Is that something I can do? I'm really just going at it with a lot of Trial & Error.
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Post by Deleted on Mar 1, 2020 17:16:47 GMT -5
I got it to scan, but in the animation, it uses the model for the original scanner and not the PKE meter. Is there a way to change the animation to use the custom mesh I made?
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Post by MizoreYukii on Mar 1, 2020 22:38:50 GMT -5
Oh good, you got it to work! I had taken a look earlier but couldn't determine how to make it scan whenever, as I didn't see a requirement listed anywhere to remove other than a possible few options that didn't seem promising (I had no way to test like you), and was going to suggest something else instead. Make sure that whatever you did, you turn the file into a custom one with a new instance and tuning ID, otherwise you're going to override the original scanner's stuff. And I think you might need to inject with XML injector if the game doesn't recognize the change. I think if it has the same super affordances it should work still, but I'm not sure. To make it into a custom file, go to the Data tab of the tuning file and in the Name field type in YourUsername:Ghostbuster_PKEMeter_Interaction or something similar and that will make it custom. For the animation, you need to make a custom ASM (animation state machine) file to avoid overriding the original animation stuff. 1. Find the ASM/Jazz file for the scanner. You will need to find it via Game Cruiser under Tools at the top left. Select "Animation State Machine" in the filter box, type in \GP07 in the center box to filter by pack, find and add to package (or cheat and use the Instance in the instance box as I believe I found it for you, lol). 2. Once it is added to the package, go to it and click on the Data tab. Where it says Instance you need to change this so it is a custom file. Open the Hash Generator under Tools. Type in the name of the item, so YourUsername:Ghostbuster_GhostScannerASM or whatever you want it to be. Copy the FNV64 number (hexadecimal) and replace the current Instance. You now have a custom ASM. I figured out where the animation is referenced, but you'll need to add another file. 3. So I'm assuming by this point you did what I said and made the interaction into a custom one, along with your ASM. We need to add a third file into your mod to connect the custom interaction file to the custom ASM. Go to Tools (again) and select Extract Tuning. Once it pops up, type in "animation/object_in" and the first result should be the infection scanner. Add to Current Package like before. Make this one into a custom file as well by using the name: method. 4. Once it is custom go back to the Text tab. There's not much here, but the third line is what is important for this to work. I highlighted it in the photo, but this is where your custom ASM key goes. You don't need to change the group or type, just the instance (the longer number). Keep everything the same other than the Instance number. 5. Once that is finished, you need to take that S= number at the top, known as the tuning ID (it's also on the Data tab) and copy it. Go to your interaction file. If you Ctrl + F and search for "animation_ref" it will take you to the spot you need. Replace the original tuning ID there with your new one. 6. Now that all the current files are linked, it's time to replace the animation object with yours. Go back to the ASM on the Text tab. If you look at line 4 you'll see where it references the object key. Go to your object definition for your scanner, you'll find the numbers you need under Key. Add those numbers to the file, keeping the exact same format. I've been told the #name after the numbers does not affect if it works or not, so up to you if you add it. Also, where it says "Actor Name" in that line, do not change it. You are free to change the "ASM name=" in line 2 though. 7. Theoretically that should be the last thing you need to do, but if it stops working it's because the object file is calling the original interaction, etc. *Taps chin* You either need to add your new interaction to the object file (after making it custom of course) as a superaffordance, very iffy that works. Or you need to go a longer route and replace the Picker interaction referenced in the file with also a custom one, lol. I'm unsure here but if you got it working so far you should be able to go from here easily.
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Post by Deleted on Mar 2, 2020 18:04:44 GMT -5
Thank you for your help! You give very good direction! I'm almost there, but I ran into one small snag. When the NORMAL infection scanner runs, it throws up a fake scanner screen (that blue grid part) over the blank one on the normal scanner. It does this also with the PKE meter I made, and it clips through the middle of the mesh. I'm sure it's just a visual FX that will go away if I delete the line of coding, but I didn't seem to see anything that sounded like it, did I miss something? It looks like this. Any ideas on what to do here? (please and thank you!) Thank you again for getting me THIS far!
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Post by Deleted on Mar 2, 2020 18:40:03 GMT -5
Using Studio Effect Player, I've narrowed it down to the "gp07_infection_scanner_beat" VFX, but where do I edit this out?
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Post by MizoreYukii on Mar 3, 2020 1:57:37 GMT -5
So glad that everything has worked out so far! Okay, there are always three....actually four? possibilities with VFX, lol. It's either in the animation, in the object cutout info table, in the tuning, or it's controlled by the client (if it's the latter there's nothing we can do, but this is rare and usually only for world stuff). I searched for the VFX you found in the tuning and nothing came up, and I checked the cutout info table and nothing was there either. I checked animations next and it's in animation "a2o_infectionScanner_start_x", which you can find via Game Cruiser if you filter by Clip and Clip Header and GP07 again. Once you've added it to your package (I believe that's all you need to do), click on it, then look for "Events" and click "Edit Items" on the right hand side. This is where sounds, some VFX, etc. is stored. Just delete that effect, and that should (hopefully) be all you need to do. I don't think you need to remove anything in the stop animation. You will need to make this (and the Clip Header) into a custom file as well to avoid overriding the original scanner (and replace the reference to this specific animation in the ASM). I still haven't done this part on my end so I'm a bit iffy, but all you should need to do is change the Instance as usual (for both Clip files), and give it a new name in the several name areas. Iffy, like I said, so just fiddle with it if something breaks.
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Post by Deleted on Mar 4, 2020 20:40:25 GMT -5
It works! Seriously. Thank you so very much for your help. Thank you for the time you took to investigate, make a tutorial to help me, check back with me, all of it. You didn't have to do it, but I really do appreciate you. Truly. I now have a very nice piece to include for this set whenever I get it finished. Hopefully soon!
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Post by MizoreYukii on Mar 4, 2020 21:35:31 GMT -5
You're welcome! I'm happy you got it working! :D
Random question, but can I ask what your TOU is? I found your Rita Repulsa outfit which could be easily recolored (or maybe edit the mesh slightly) for history clothing but I couldn't find a TOU on your page, lol.
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Post by Deleted on Mar 7, 2020 7:08:00 GMT -5
Oh no, it's fine. You go right ahead. It was just a mesh I converted from an actual Power Rangers game. Thanks for the reminder about the TOU though.
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