Possibility of 3D Modding

Place for sharing your game modifications for Life is Feudal: Your Own

Ska
 
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Joined: 24 Apr 2017, 06:16

Possibility of 3D Modding

Post by Ska » 14 Feb 2018, 16:24

Hey Mates, i just want to ask , if is there a way to make 3D modding?

I´m a 3D Artist and want to make some Own Buildings an Weapons, so it could be cool to make a small mod for it.


Halvdal
 
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Joined: 20 Jan 2016, 13:36

Re: Possibility of 3D Modding

Post by Halvdal » 15 Feb 2018, 16:18

Yes it is possible to implement your own stuff.

You have to convert your models with Blender2.49b (and dts exporter) into the dts File format and your textures into dds files.

Then you can implement the objects into your database and serverfiles (object_types.xml, cm_objects.xml, recipes.xml and recipe_requirement.xml). Good Luck!

You can pm me for further informations.


Ska
 
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Joined: 24 Apr 2017, 06:16

Re: Possibility of 3D Modding

Post by Ska » 19 Feb 2018, 08:23

where do i have to put the models/textures?


Halvdal
 
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Joined: 20 Jan 2016, 13:36

Re: Possibility of 3D Modding

Post by Halvdal » 19 Feb 2018, 17:50

C:\SteamLibrary\steamapps\common\Life is Feudal Your Own\art\Models\3D

You can add a new folder. somethinf like "addons" or "modded". In your cm_objects.xml you can add a path to your new model.

Example:
Spoiler


Please remember to add the models into the database and objects_types.xml. (on both server and client side).


Ska
 
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Joined: 24 Apr 2017, 06:16

Re: Possibility of 3D Modding

Post by Ska » 21 Feb 2018, 12:01

database is which file?


Daniel_St
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Re: Possibility of 3D Modding

Post by Daniel_St » 21 Feb 2018, 22:52

I would recommend to change the data for those tables (object_types, recipe, recipe_requirements) in the dump.sql.

These is located in /sql/dump.sql.
Do your changes an restart the server. This way the changes will be there after every restart.
Image


Cernobylsky
 
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Joined: 14 Mar 2018, 18:23

Re: Possibility of 3D Modding

Post by Cernobylsky » 07 Apr 2018, 13:46

Hello,

I am trying to do something similar, however I would like to get building the Warehouse functionality, so far what I did was:

1. Added object, recipe and recipe requirements to dump.sql (server side)

2. Object line is:
(1900,69,'Crafter Guild',1,0,1,0,0,0,50000000,10,0,400,'art\\images\\warehouse',0,0,0,0,0,0,'art\\2D\\Objects\\trading_post.png','',100,86400)

Meaning it is Inventory, Door and parent is 69 which is same as warehouse

3. Added information to cm_objects on server side

4. Added information to cm_objects and object_types as well as recipes and recipe requirements on client side.

Now the issue is I can build the structure, it is visible for me (yet invisible but not non-existent for others), however when I try to open is (as a warehouse) it does nothing.

Important note is on the server side line in table containers is created, suggesting game knows it is a container, however I cannot open it.

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KuraiSeraph
 
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Re: Possibility of 3D Modding

Post by KuraiSeraph » 23 Apr 2018, 00:11

What have you added into the object_types file and when you rightklick on your Warehouse came there the Open skill ?


Cernobylsky
 
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Joined: 14 Mar 2018, 18:23

Re: Possibility of 3D Modding

Post by Cernobylsky » 23 Apr 2018, 13:43

Yes, Open option was present and when you chose it it pretends to open, however then fails. If same object is set as "Movable" it works (but is movable)

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KuraiSeraph
 
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Re: Possibility of 3D Modding

Post by KuraiSeraph » 23 Apr 2018, 16:54

oky that is strange when it works with moveable but with non moveable not.


Daniel_St
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Re: Possibility of 3D Modding

Post by Daniel_St » 23 Apr 2018, 21:18

Hay to all of you :)

I want to clarify this behavior. At the current modding state it is not possible to add UNmoveable containers.

Some servers are used to place a movable "box" in via moddding implented warehouses to give some storageroom to the players.
This is imao more a workaround and not a solution.

So, feel free to add multiple crates or barrels. Moveable stuff. New Warehouses or to give existing houses a inventory isn't possible :(
Image


Cernobylsky
 
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Re: Possibility of 3D Modding

Post by Cernobylsky » 30 Apr 2018, 08:55

Ok the workaround is to set up the object as movable and then in skill_types.xml on the server add object ID to Lift Object "not_object_type_id" part:

Code: Select all
<abilities>
        <ability lvl="0" name="Lift Object" id="96">
            <duration const="">1</duration>
            <ability_skill_mult>300</ability_skill_mult>
            <entities>
                <entity type="complex_obj">
                    <ent_reqs>
                        <ent_req type="complex_object_type">movable</ent_req>
                        <ent_req type="state">complete damaged</ent_req>
                        <ent_req type="not_object_type_id">77 1070 1071 1079 1080 1083 1090 1448 1449 1457 1601</ent_req>
                        <ent_req type="claim" intruder="jh_only"></ent_req>
                    </ent_reqs>....


... as you can see 1601 is a new object, this way eveything works like a charm. Now I have realized if you make for example sawmill with parentID 77 you will get 6 slots to put item inside (same as horsecart with same behaviour)

I will be testing this further, but I am not very happy it has to be done this way (hacking) rather than simply adding the object.

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