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let's meditate about weather, models, and such
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Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
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I guess I wasn't clear enough in the guide, the admin abilities stuff got fixed. Sorry to all the people PMing me wanting to meatwad in PVP.

Tsusai, It's not in ltfxmap.pyc, no. But you can find some hunting through gameobjects, see Neoteny's thread. Few ones I've tested so far:

HyperSpeed                     56060028
Agent Anderson Death FX        070000DE
Code Bomb Explode              4F0000DE
Assassin Corruption Wave       36314612
Assassin Death Pulse           36314612 / 430A0028
Relic Neo RSI                  600A0028
Assassin Transformation Death  41314612
Morpheus Speech                590A0028
Luggable Ground Effect         7C000004
Twin Ghost Invisibility        14000004
Annoying Bomb Beeping          610000DE
Bomb Sparkle (not explode)     BB0000DE

 




Vindicator

Joined: Aug 24, 2005
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The code bomb explosion was all I needed, thank you.


Message edited by LtCmdr_Tsusai on 05/31/2009 18:40:04.



Vindicator

Joined: Aug 20, 2005
Messages: 3065
Location: Upstate NY
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Can you further explain to me how to swap a certain pair of pants for another. Specifically, I want to appear to have the deep blue jeans and don't have the sleepwalkers.  Can i replace the sleepwalker code with say plain black slacks?




Mainframe Invader

Joined: Sep 30, 2005
Messages: 336
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can't find the link to the patch lol  I gotta try this stuff. thankx Bayamos for telling us about it




Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
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Mathalos's patch is here.

 

 

04000D02 00020200 "resource/characters/shared/textures/Pants/jeansbluem.txa" "packmaps/char_shared_d.pkb" 011B7C94 00055526
04000D04 00020200 "resource/characters/shared/textures/Pants/jeansm_bump.txa" "packmaps/char_shared_d.pkb" 012626E0 00055526

Vesuveus, you could in theory but it'd be a pain. Sleepwalker Jeans and Deep Blue Jeans are the same model, so you only need to change the texture. Because of this, everything scales properly for everyone. We can swap out hats and such with other things because they're the same size for all body types of the similar gender. If you wanted to swap out Black Plain Slacks with Blue Jeans, you'd need to find the geometry and texture of black slacks, and then replace EACH body type's version of black slacks with the proper geometry. However, there are many different geometries, all vaguely named as /muscular_male/mg_pants1.mga, /small_male/sm_pants1.mga, sm_pants2.mga, and such. It'd take a while to find the right one, and the same thing goes for the black texture.

Plus, most "regular" clothing pieces don't have specular or bump maps; the Blue Jeans do (and the SW Jeans do too). Thus, we can easily swap out SW bump/base .txas and the engine takes care of the geometry for us. And because the Blue Jeans have bump maps, you can't properly replace normal clothing items as them; since they don't have a field for us to attach the bump map texture replacement. It's always best to try and use some distinctive item as a base, Earpiece, SW Jeans, Omega Trench, Demon Army, Area K, Assassin's Mask, etc. Something that would have it's own geometry, texture, and possibly bump texture.

So, if you can get ahold of any of the SW pant versions, it'd be possible to swap them out easily with the RezMap. Another option is always to use the useropts clothing shell; however, you can't always 100% recreate your look with the shell: tattoos, hair color, facial hair color, and skin tone are a bit tricky sometimes.


Message edited by Bayamos on 05/30/2009 12:55:43.



Vindicator

Joined: Aug 20, 2005
Messages: 3065
Location: Upstate NY
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Bayamos wrote:

Mathalos's patch is here.

 

 

04000D02 00020200 "resource/characters/shared/textures/Pants/jeansbluem.txa" "packmaps/char_shared_d.pkb" 011B7C94 00055526
04000D04 00020200 "resource/characters/shared/textures/Pants/jeansm_bump.txa" "packmaps/char_shared_d.pkb" 012626E0 00055526

Vesuveus, you could in theory but it'd be a pain. Sleepwalker Jeans and Deep Blue Jeans are the same model, so you only need to change the texture. Because of this, everything scales properly for everyone. We can swap out hats and such with other things because they're the same size for all body types of the similar gender. If you wanted to swap out Black Plain Slacks with Blue Jeans, you'd need to find the geometry and texture of black slacks, and then replace EACH body type's version of black slacks with the proper geometry. However, there are many different geometries, all vaguely named as /muscular_male/mg_pants1.mga, /small_male/sm_pants1.mga, sm_pants2.mga, and such. It'd take a while to find the right one, and the same thing goes for the black texture.

Plus, most "regular" clothing pieces don't have specular or bump maps; the Blue Jeans do (and the SW Jeans do too). Thus, we can easily swap out SW bump/base .txas and the engine takes care of the geometry for us. And because the Blue Jeans have bump maps, you can't properly replace normal clothing items as them; since they don't have a field for us to attach the bump map texture replacement. It's always best to try and use some distinctive item as a base, Earpiece, SW Jeans, Omega Trench, Demon Army, Area K, Assassin's Mask, etc. Something that would have it's own geometry, texture, and possibly bump texture.

So, if you can get ahold of any of the SW pant versions, it'd be possible to swap them out easily with the RezMap. Another option is always to use the useropts clothing shell; however, you can't always 100% recreate your look with the shell: tattoos, hair color, facial hair color, and skin tone are a bit tricky sometimes.

Makes sense. Thanks for the explanation, too.




Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
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Quick few notes for those reading the Guide, since I wrote it too quickly:

For useropts on-the-fly, the autoexec is not autoexec.cfg in your root folder but a _low_low.cfg or whatever found in the /auto_cfgs/ folder. For the PlayerName parameter, you need quotes around names sometimes, especially with special chars or spaces. CameraMinHardDist doesn't have to be set to 400; you can range it from 0 to whatever you want (100 = 1 meter away from the camera's focal point). You can use CameraHeightOffset on-the-fly in conjunction to get all sorts of shots and angles.

I'm playing around with some update's to Seymour's Patch. Does anyone have any requests for specific weather they'd like to see, or models as disguises/RSI captures that haven't been included, or models they'd like to fight? (I could, say, turn all Choppers except the boss into CSRs or Corruptors you can interlock, or whatever).




Femme Fatale

Joined: Aug 15, 2005
Messages: 382
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Been messing around with the auto_cfgs files.  Here is what i've found for female items:  i forget some of the names but you know what im talking about.

Glasses:
148 system shades
152 Commando glasses
154 Raeders glasses
142 awakened glasses

Hats
162 bluesky hat
174 zion berret
180 White bandana
181 White fedora
182 white Headgear
188 Commando berret
190 swat helmet
203 gas mask
207 jewelry
213 skull cap
214 full skull cap face and head
215 face
216 black headgear 

Misc
bodytype 100 is large female
headtypes are in number range of 120 - 138
hairstyles are in and around 116

beta coat = 235 and playercoat color 0 is for beta version and 1 is eyeball version


Message edited by Hydrazine on 05/30/2009 16:15:54.



Femme Fatale

Joined: Oct 21, 2007
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Bayamos wrote:

I'm playing around with some update's to Seymour's Patch. Does anyone have any requests for specific weather they'd like to see, or models as disguises/RSI captures that haven't been included, or models they'd like to fight? (I could, say, turn all Choppers except the boss into CSRs or Corruptors you can interlock, or whatever).

The Spandex General, Architect and Agent Gray as RSI captures would be terrific, i don't really have the head for fiddling about with all the settings as has been clearly demonstrated, but it would help me out alot finishing my story.




Vindicator

Joined: Aug 2, 2006
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Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
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Working on update to The Patch. Soon, you too can have a silenced FM1500.

And code bombs.


Message edited by Bayamos on 05/30/2009 22:15:09.



Systemic Anomaly

Joined: Aug 22, 2005
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Bayamos wrote:

I'm playing around with some update's to Seymour's Patch. Does anyone have any requests for specific weather they'd like to see, or models as disguises/RSI captures that haven't been included, or models they'd like to fight? (I could, say, turn all Choppers except the boss into CSRs or Corruptors you can interlock, or whatever).


Yes I was hoping you could perhaps change Gat Boy (meh) into Pixie Licious

Also, Tisiphone is the only one unused, perhaps Lo Rumnah?  That would be the hawt.

I know you've shown The Grey Marshmallow apparently does exist, I was acually joking about that, but have absolutely no idea what he looks like   Just remember him from the old .xml file with the list of Neighborhood Contacts.

I think Captain Dernick, Zero, Moribel etc. (from the lowest level V2 RSI caps) would be good candidates for others.  Glitch Kitty?  Succubi maybe.  Definately the white-haired Blood Nobles.  Ooh Architect!

If we get them to unlock the Holiday masks that would be brilliant because that would free up about 10 or so of the current models.

If anyone has any other ideas please post them!

EDIT:  Cross-post with Dulux...Forgot about The General.  Agent Grey...is he a unique Agent model?  I don't know if there are unique Agent models.  (I have no memory of what Agent Skinner looked like back in the day).  And yes, Architect FTW.  Oh and speaking of old models, I don't remember if Invalesco was a seperate model from the white haired Blood Nobles.


Message edited by Villemar_MxO on 05/30/2009 22:07:31.



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6417
Location: SC|Sentience -973069242
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I'll look into it... easy enough, the issue is just finding enough remaining things to swap, if I use Math's patch as a base.

Anyways just got meatwad working. Bed for now.




MC Photographer

Joined: Aug 15, 2005
Messages: 2226
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... that must have been one hell of a powerful foot tap... hehe

Thanks again for the hard work Bay and Math.  As long as I've got my Ookami mask I'm happy as far as changes are concerned.. oh, and the cool sky visuals.  SMILEY




Mainframe Invader

Joined: Jan 6, 2007
Messages: 801
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Awesome.. Awesome work. Waiting for the updated patch. ^^


 
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