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ffm_visibility mod


ffm2
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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.

Install by putting the zip in the right folder:

  • On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\
  • On OSX: ~/Library/Application Support/0ad/mods/
  • On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/mods/)

 

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)

Update 2020.09.08:

-Changed the Relic names to more comprehensive ones. Like "Hasdrubal" is now "MeleeCav Health&Armor Hasd" in the en_GB setting.

Didn't work for Artaxerxes, Cassivellaunus and Lucius yet, so you still need to remember these for now.

Update 2021.02.27:

-work on a24 now

Update 2024.10.12:

-for a26

 

 

 

ffm_visibity.zip

Edited by ffm2
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  • 3 weeks later...
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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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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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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<?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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  • 1 month later...
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
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