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ffm2

ffm_visibility mod

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This mod changes the appearance (for the player with the mod active) of:

-the chicken are bright red

-the berrys are darker

-the black player is shown in a bright pink tone (almost white)

-Ally chat is changed so the player can ignore spam better and focus on the game

Thanks elexis and nani for help in making this.

Update 2019.10.14:

-Ally-chat indent

-gaia-white to bright pink (the highlighting in the chat works for former black again)

Update 2019.10.18:

-Ally-chat is white (highlighted) public chat is a bit more grey

-Ally chat has a notification on the right like this:                   ---------(Ally)

 

ffm_visibity.zip

Edited by ffm2
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Very nice mod ffm, nani and elexis. It solves the berrie problem in some biome i usually had, also the chickens. I guess i dont like the colour change, they will see me rushing. *censored*.

Joking apart, nice job. Already using it.

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15 hours ago, sarcoma said:

@ffm2: Can you make crossbolts red or bigger? That would help a lot

Do you mean bolt shooters? I don't have a problem identifying them and wont change it and I cant make them bigger.

You can change any texture yourself. The hardest part is finding it by searching through your installation directory. After that you can copy it to the equivalent path in your copy of my mod.

The bolt shooters don't look as intimidating as they are harmful tough. The bolts them self are hard to see. They are small, fast and travel far. The romans got a different model, so you would need to change them too.

If you would make the bolts (not the bolt shooters) red like the star wars laser blasters (or just a bit in that direction) i would include it in my mod.

Maybe i'll do that in time if i am bored, which wont happen anytime soon.

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39 minutes ago, ffm2 said:

The hardest part is finding it by searching through your installation directory. After that you can copy it to the equivalent path in your copy of my mod.

Or you could, you know, ask Stan. :P

 

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Yes, the bolts/scorpios. I can't see them and they decimate armies. Stan, can you tell me the paths?

Edited by sarcoma

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1 hour ago, Stan` said:

Or you could, you know, ask Stan. :P

 

Alright, lets make some laser blasters. Stan what are the path's to the texture of the bolts?

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No size and geometry changes, only textures. Why would you even want the boats smaller? If you want to fit boats where they didn't before you would cause a OOS error. Your game would not be compatible with users that don't have this change.

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1 hour ago, ffm2 said:

Alright, lets make some laser blasters. Stan what are the path's to the texture of the bolts?

You need to replace the generic arrow by a laser beam and that's pretty much it :D

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I was thinking of the full path to a specific file e.g. '/binaries/data/mods/public/art/textures/skins/bolt.png'.

I spend some time now looking through files in 'binaries/data/mods/public/art/textures/skins', tried something, didn't succeed and finally lost interest.

It probably wont help much anyway. On my test i had to slow down and zoom far in to see if the texture of the bolt actually change.

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Would you like me to replace arrows by laser bolts ?

The actor you are looking for is props/units/weapons/arrow_front.xml

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What file(s) should I change to have bolts piercing bright red/green like the chickens?
Is as easy as a small square like animal_chicken.dds?

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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
  <castshadow/>
  <group>
    <variant frequency="100" name="Base">
      <mesh>props/weap_arrow_front.dae</mesh>
      <textures>
        <texture file="structural/kart_struct.dds" name="baseTex"/>
        <texture file="structural/kart_struct_norm.png" name="normTex"/>
        <texture file="structural/kart_struct_spec.png" name="specTex"/>
      </textures>
    </variant>
  </group>
  <material>player_trans_parallax_spec.xml</material>
</actor>

By

<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
  <castshadow/>
  <group>
    <variant frequency="100" name="Base">
      <mesh>props/weap_arrow_front.dae</mesh>
      <textures>
        <texture file="null_orange.dds" name="baseTex"/>
      </textures>
    </variant>
  </group>
  <material>basic_trans.xml</material>
</actor>

 

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3 minutes ago, sarcoma said:

@Stan`, I added the file you said but still can't see no change in bolts.

 

ffm_visibity.zip 861.19 kB · 0 downloads

Sorry I thought you meant arrows. My bad.

Would be binaries\data\mods\public\art\actors\props\units\weapons\bolt_tower.xml

<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
  <castshadow/>
  <group>
    <variant frequency="100" name="Base">
      <mesh>props/bolt_tower_projectile.dae</mesh>
      <textures>
        <texture file="null_orange.dds" name="baseTex"/>
      </textures>
    </variant>
  </group>
  <material>basic_trans.xml</material>
</actor>

 

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I want the bolt shooter red or orange or green (like the red chickens and bushes) so that I can spot it easily among an army. I use a very far zoom to play, like 250, and the arrows are completely invisible and the cart is very hard to notice.  And the bolts wipe an unattended army quickly.

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I tried

<?xml version="1.0" encoding="UTF-8"?>
<actor version="1">
  <castshadow/>
  <group>
    <variant>
      <mesh>props/projectile-bolt.dae</mesh>
    </variant>
  </group>
  <group>
    <variant>
      <textures><texture file="null_orange.dds" name="baseTex"/></textures>
    </variant>
  </group>
</actor>

in the file LordGood said and now the projectile is orange but still no luck with the cart. It doesn't matter for me if it only shows a flourescent rectangle instead of the scorpio.

 

bolt.png

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Try: \art\actors\units\carthaginians\siege_spear.xml

 

<?xml version="1.0" encoding="UTF-8"?>
<actor version="1">
  <castshadow/>
  <group>
    <variant frequency="1" name="bolt shooter">
      <animations>
        <animation event=".66" file="mechanical/hele_oxybeles.dae" load=".58" name="attack_ranged" speed="250"/>
      </animations>
      <mesh>structural/hele_oxybeles.dae</mesh>
      <props>
        <prop actor="props/units/weapons/bolt.xml" attachpoint="projectile"/>
        <prop actor="props/units/weapons/bolt.xml" attachpoint="loaded-projectile"/>
      </props>
      <textures>
        <texture file="null_orange.dds" name="baseTex"/>
      </textures>
    </variant>
  </group>
    <material>default.xml</material>
</actor>

 

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Thanks @Stan`,  I changed 2 files for carthaginians and this is the result for athenians

bolt1.png.829ee6064ea933870739fc5f47b1150a.pngbolt2.png.bdc7cc92c7c67d73fe4d1253618ecc77.png

I used the catafalque since it seems visible enough. I get the following error though:

ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/props/special/catafalque_two_wheel.dae" for actor "siege_spear"

Maybe I need to change the other 2 pivot files? Should I change siege files for all civs?

Can I get the fuchsia dot shown in the minimap for relics for these bolts?

 

Edited by sarcoma
zip deleted

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