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 Post subject: Missile Editing
PostPosted: Wed Jul 20, 2011 12:50 pm 
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Joined: Tue Jun 28, 2011 9:50 am
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Location: Quebec, Canada
Thanks for all those links purerage. I was wondering, if creating new skill animation as static was only coding or it was new image creation ? I can't look into mpq files right now so ... If it's only coding i could try to make something new.


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 Post subject: Re: Welcome to the user created content forum
PostPosted: Wed Jul 20, 2011 12:58 pm 
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What exactly is it you are looking to do? create a new skill, edit an existing skills animation or just make new ones altogether.

Changing the look of a missile skill is simple,

Open skills.txt and search for the skill in question. Check the name of the cltmissile and note it/them down.

Open missiles.txt and find the missile you noted down from skills.txt and scroll along to the cellfile column. This is the name of the animation you want to use for the missile. There are a lot of unused missiles in data.mpq and d2exep.mpq under data/global/missiles/extra and data/global/missiles/expansion

You can also take monster animations and move them into the missiles folder and use that name, then you have a missile that looks like a monster.

To create new animations from scratch, you need to create multiple frames in multiple directions. I wont go into that now as theres alot involved but i will if thats what you are after.

You can get nice effects by using missile functions and sub missiles. Trailing effects on missiles can make a simple missile look really funky. Check the missile fileguide linked in the useful links topic for more info on those.

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 Post subject: Re: Welcome to the user created content forum
PostPosted: Wed Jul 20, 2011 1:02 pm 
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Wow, thanks for quick and elaborated answer. I'll take a look at this tonight after work and try to implemented some cool looking skills.


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 Post subject: Re: Welcome to the user created content forum
PostPosted: Wed Jul 20, 2011 1:04 pm 
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Let me know if you need any pointers, you can create some extremely cool chains of missiles. I'll walk you through a neat looking monster spawning missile if you have the time that covers a lot of the missile functions.

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 Post subject: Re: Welcome to the user created content forum
PostPosted: Thu Jul 21, 2011 7:44 am 
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Hey pure, i've been playing with teeth skill yesterday and i had lot of fun. I could of made teeth looks like almost everything ( except monster haven't got into that yet), but when i try make teeth look more green by playing with RGB in missiles ... it wouldn't do anything got any idea why ?


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 Post subject: Re: Welcome to the user created content forum
PostPosted: Thu Jul 21, 2011 8:02 am 
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oh yeah and second question is about those extra missile in d2data. They are .dcc files, if i got it right. I tried opening them with merge_dcc things, but couldn't find out how ...


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 Post subject: Re: Welcome to the user created content forum
PostPosted: Thu Jul 21, 2011 8:12 am 
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The rgb fields change the color of the light radius around the missile. use six dice to recolor the dcc itself

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 Post subject: Re: Welcome to the user created content forum
PostPosted: Thu Jul 21, 2011 9:21 am 

Joined: Mon Feb 21, 2011 11:47 am
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Hahahhaha are you telling me that I could make a missile that looks like a fallen? cus that sounds pretty hilarious

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 Post subject: Re: Welcome to the user created content forum
PostPosted: Thu Jul 21, 2011 9:38 am 
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Yeah probably, if you look at this link :
http://www.youtube.com/watch?v=DWxg1Cai ... ure=fvwrel

you can see the sorc casting zealot like blessed hammer sometime...


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 Post subject: Re: Welcome to the user created content forum
PostPosted: Thu Jul 21, 2011 10:35 am 

Joined: Mon Feb 21, 2011 11:47 am
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haha yeah that looked pretty cool.

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 Post subject: Re: Welcome to the user created content forum
PostPosted: Thu Jul 21, 2011 2:45 pm 
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yeh the rgb columns control the color of the missiles light effects (glide or d3d only)

to recolor the missile use 6dice. One problem with 6dice is it corrupts everything it touches, so you need to recolor with 6dice, then save, then open with CV5 and resave it so the animation isn't corrupted.

Both those tools are available via the tools link in the usefull links topic.

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 Post subject: Re: Welcome to the user created content forum
PostPosted: Thu Jul 21, 2011 4:41 pm 
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TheHinky wrote:
oh yeah and second question is about those extra missile in d2data. They are .dcc files, if i got it right. I tried opening them with merge_dcc things, but couldn't find out how ...


They are dcc yeh, open those with CV5 or 6dice. That will show you the number of frames and how many directions the missile has.

In missiles.txt, there is a column close to the cellfile column that you need to put the number of frames the cell file has to play the whole animation.

If the number is too small, it will only play that number of frames of the missile animation. If its too high, the animation will "blink" as its playing more frames than the animation has.

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