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New to amnesia modding, various questions
Apjjm Offline
Is easy to say

Posts: 496
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Joined: Apr 2011
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#2
RE: New to amnesia modding, various questions

Firstly, the wiki is a great resource, and in the following reply I will be linking to it, so if you have yet to give the hpl2 section a good read-through, it will really help you out. http://wiki.frictionalgames.com/hpl2/start

Secondly, this reply is really a quick run through of what is required for each stage. A guideline. You are going to have to work a lot of stuff out, and it will take time experimenting. I suggest you get all the config stuff sorted out first, then move onto assets such as the HUD / Icons / Monsters.

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To start with, you will want to make folder inside the amnesia directory where all of your full conversion stuff will live. You can then just zip that up and distribute it to make it trivial for users to install.

you will want to look at the documentation on the main_init.cfg (which, for ease of typing i will now refer to as MI) as this is the first file the game looks at when loading in the details for you full conversion! Check out and mod a copy of the MI in the game's config folder.

The next thing to do is to make yourself a custom resources file. You will want to specify your own in the MI:
Resources = "MyConversion/resources.cfg"
You can then add the following line to a copy of the resources file situated at the correct location:
<Directory Path="/MyConversion" AddSubDirs="true" />

You can specify then any other config file replacements you want to make here.

1) The answer to this lies in the resources file. First, though, copy the whole models folder into your full conversion folder, and them modify the copies of the hand entities until you are satisfied. You can now tell the game to not bother looking at the original hand entities. This is done by simply removing this line from your modded resources file:
<Directory Path="/models" AddSubDirs="true" />
As all the stuff from your full conversion is loaded in already, the hand objects should be replaced!

2) You will want to check out this as well as look at the exisiting models. Not everything is documented here, so you are going to have to spend some time trouble-shooting and playing around. I strongly suggest you try modding copies of the original enemies first to understand what stuff does what, and how they work.

3) This is done in a file called "game.cfg". You can specify a custom game.cfg file in the main_init file (just like we did with the resources!). Copy across the original file, you will be looking for lines like:
JumpSound = "player_jump"
CrouchSound = "player_crouch"
StandSound = "player_stand"
Lets say we change them to:
JumpSound = "player_jump_modded"
CrouchSound = "player_crouch_modded"
StandSound = "player_stand_modded"
You will then need to create custom .snt files in your full conversion directory (or subdirectory of) with the appropriate names. E.g: something with a path of "MyConversion/sounds/player/player_jump_modded.snt" could be used with the game.cfg settings suggested.

4) This can be done inside the monster properties in the model editor. You again will have to make custom .snt files (open the existing ones up to understand how they work), and put in your own .ogg files. You can then save the modified entities into some subfolder in your full conversion folder.

5) You are going to have to look at language files for that, as well has scripting and notes as to how it is currently done. I haven't really toyed about with this too much myself, but it should be possible to work this out.

6) This is something out the graphics folder. Resources.cfg stuff again to tell the game to ignore the current game graphics stuff, and copy across the whole folder and replace as necessary.

In your case, you might want to look at stuff in the HUD subfolder with names like "HUD_crosshair_over_grab".

7) A custom story is different from a full conversion ONLY in that you cannot do any config file changes, and that you need to set up the custom story in such a way as the game recognises it as such. There is plenty of info on that here

There is lots more stuff to play about with. Just remember to work in stages, and create backups of stuff that works in your FC before changing them.
(This post was last modified: 07-23-2011, 03:53 AM by Apjjm.)
07-23-2011, 03:47 AM
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RE: New to amnesia modding, various questions - by Apjjm - 07-23-2011, 03:47 AM



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