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  1. Editing Stashes (3,707 bytes)
    1: In this tutorial I will explain how to edit a stash.
    22: As we can see there are 6 editable fields, but only the last 3 are useful : item...
    82: After choosing the stash we want to edit, we can start :
  2. Editing all.spawn (11,976 bytes)
    1: ...formation is stored in the save-game. That means: Editing the all.spawn '''requires''' to start a '''new...
    18: == Editing all.spawn ==
    21: After the files have been extracted, you can edit them like any other <tt>[[Ltx|.ltx]]</tt> file.
    25: ...o not care about them. The only sections we could edit are :
    254: *Right-click on <tt>acdc.pl</tt> and chose ''edit''.
  3. Ppe (322 bytes)
    3: ...(PPE)]] about their in-depth structure and how to edit them.
  4. Weapon editing (15,420 bytes)
    9: ===Editing existing weapons===
    11: This is the simplest way, however you can't edit unique weapons:
    15: # edit file using information provided below to modd you...
    16: ...me.dds (FT 200M example: wpn_fn2000.dds); look at editing *.dds files below
    17: # (optional) edit weapon description in config\text\eng\string_tabl...
  5. Creating unique NPCs (5,169 bytes)
    7: You have to edit quite a few files:
    26: and then you would have to edit the all.spawn to accomadate and spawn him
  6. Weapon import (30,058 bytes)
    81: ...2\subst.exe" X: "C:\Program Files\X-Ray SDK\level_editor"'''
    82: ...2\subst.exe" X: "D:\Program Files\X-Ray SDK\level_editor"'''
    124: ...and if your system is good enough and you wish to edit a weapon from stalker, you can use this tool so t...
    144: ...rt the smd file (NOTE: Only do this if you wish toedit a weapon model or animation, otherwise you don't ...
    185: ..., the object will appear to be white in the actor editor, and it won't export the model.
  7. AI Map Compiling (18,113 bytes)
    18: ==Editing configs==
    54: ...n AI compiler, specify folder with sdk (.../level_editor, or path to it if it is united with the game). ...
    58: While editing config do not forget to specify the real weath...
    76: ...eeded dimension with help of scale, now switch to editing mode spawn element, select level changer and p...
    156: ... do one more thing: separately get into the level editor , open our level, put ectors directly on the gr...
  8. Level Changers (9,275 bytes)
    11: ... the level changers easy version you only need to edit the alife_lxx_levelname.ltx files.
    13: ...l in the all.spawn is the l10u_bunker, we need to edit that ltx file. So open the alife_l10u_bunker.ltx ...
    41: ...for the waypoint [which you either added in level editor, or you will add with acdc tool to the level's ...
    44: ; cse_shape properties (you can edit the shape of the lc point, make it bigger or smal...
    52: (if you added level changer in level editor, you will need to attach shape for it, which al...
  9. Editing all.spawn file with xrSpawner (2,994 bytes)
    1: ...spawn requires to start a new game afterwards!" - editing all.spawn articule
    3: 1. Open All.spawn file. Before you start editing the all.spawn file , you must open it in xrSpa...
    9: 2. Editing all.spawn file
    17: ...awn something you need the coord. x , y and x and edit this for what level you want spawn the Mutant, le...
    74: 4. Save edited all.spawn
  10. Particle Editor Basics (6,391 bytes)
    3: ... cover how you use the particle editor and how to edit particle effects and groups.
    30: Run ''ParticleEditor.bat'' inside the X: disk.
    109: ...eate anything you want with it. Once you are done editing and want to see the results ingame. Move the p...
    111: Stay tuned for Particle Editor Advanced Tutorial where we will go through how ...
  11. Docs:Create level map (2,651 bytes)
    2: ==Edit level map bounds ==
    3: # Open level in <code>LevelEditor'е</code> (<code>File -> Open -></code> for exa...
    4: # Change type on <code>Shape</code>in menu <code>Edit Mode</code>
    5: # Press <code>Edit Level Bound</code>
    7: # Edit it of necessity(for example, <code>Scale</code> e...
  12. Docs:LevelEditor (4,330 bytes)
    3: ..._view.jpg|LevelEditor interface|center|frame|LevelEditor interface]]
    128: ...y in case when it's type corresponds the selected edit mode
    129: Chageover mod by choosing needed '''Edit Mode''' in main Toolbar.
    130: ...itor_editmode.jpg|Edit mode - object|center|frame|Edit mode - object]]
    132: [[ru:Docs:Leveleditor]]
  13. Modifying Sound Environments (7,069 bytes)
    5: ...ets for different environments, but one can still edit the environmental settings used in STALKER.
    13: ...'', located <x:\\...\X-Ray SDK\level_editor\shadereditor.bat>.
    15: With the Shader Editor application open, in the right-hand pane, under...
    17: ...ironment.JPG|thumb|none|Sound Environment section editor example.]]
    19: ...hanges to the environment tables as they're being edited, but not certain*
  14. Actor Editor Import/Export Tutorial (3,313 bytes)
    7: ...ce you extract the .db's) to <tt>/X-Ray SDK/level_editor/gamedata/meshes/actors/</tt>. You'll need them ...
    9: ...e doing anything Select Preferences (within Actor Editor) and expand the Object Tree, and select Skeleto...
    14: ...ve a .Skl(s) file already extracted you can click Edit > Append, and load it from there, if not click th...
    18: #Now it's finally time to test it out in the editor, click Engine under the Model Group. It'll comp...
    20: ...one fooling around with the model. Set it back to Editor Mode and Click File > Save, and then finally Fi...
  15. Creating squad and setting up its logic (14,876 bytes)
    3: ...ker-game.com/en/index.php?title=Editing_all.spawn edit all.spawn file], what is '''smart terrain, squad,...
    16: ...'. As we want to create squad in '''Jupiter''' we edit file '''configs\gameplay\character_desc_jupiter.x...
    79: ...x''', again splitted by location. We are going to edit '''spawn_sections_jupiter.ltx''':
    166: ...ts\jupiter\jup_a6_sr_noweap.ltx''' logic file and edit '''sr_no_weapon@wait''' section:
  16. Associating Multiple Textures (6,379 bytes)
    8: == You need a HEX Editor ==
    10: ...c string edited. So for this, you will need a HEX editor. I use HEX Workshop for Windows: [http://www.he...
    28: == Hex Editing ==
    33: Since we must HEX edit the new texture name inside the new mesh, we are ...
    59: ...h this new version and that's that; close the hex editor.

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