Custom Classes

Results 1 to 12 of 12
  1. #1
    57 61 72 72 65 6e 32 47 6 Dec is offline
    True MemberRank
    Aug 2012 Join Date
    217Posts

    Custom Classes

    Hi guys, some of you may remember around November last year I started the task of adding custom classes to the game.

    I was pretty successful and managed to get in game, as well as:
    • Custom portrait color (the purple, can be any rgb/opengl color)

    • Completely separate folder for models (reschar/pirate-f, pirate-m) - although for now I just copied the fighter-m/f and update the kfm files

    • Some SHN support - at the moment I can only recall reading via the ChrCreateEquip.shn, so I could set the items on char create to any item. There are more, but I can't recall which SHN's I added support for

    • Oh, also support for some text based stuff such as the text displayed on the char create description of the class


    I started working this all into a DLL, so it could be truly dynamic and custom with a config like so (THIS WILL BE UPDATED):
    Code:
    [Game]
    [
    	{
    		"ID": 28,
    		"Name": "Pirate",
    		"Children": [
    			{
    				"ID": 29,
    				"Name": "Mate",
    				"Children": [
    					{
    						"ID": 30,
    						"Name": "Gunner",
    						"Children": [
    							{
    								"ID": 31,
    								"Name": "Admiral"
    							},
    							{
    								"ID": 32,
    								"Name": "Captain"
    							}
    						]
    					}
    				]
    			}
    		]
    	},
    	{
    		"ID": 33,
    		"Name": "Necromancer"
    	}
    ]
    So I guess the big question is, is this even worth continuing, does anybody even care anymore? To me it was just a bit of fun really.

    (Oh, I also added extended texture support for interfaces, e.g. MainInterface_NEW_1.dds or whatever they are again, either way this was useful for adding new interface graphics)

    Anyway, here's some screens:



    Last edited by Dec; 16-05-18 at 08:26 PM.


  2. #2
    Member Kevx96 is offline
    MemberRank
    Jan 2014 Join Date
    46Posts

    Re: Custom Classes

    Arrrrrrrrrrrrrrr!!

  3. #3
    Queen Bee AtPixel is offline
    SubscriberRank
    Apr 2012 Join Date
    SomewhereLocation
    151Posts

    Re: Custom Classes

    Will this be public soon? Also; I'd love to do a collaboration with you!

  4. #4
    57 61 72 72 65 6e 32 47 6 Dec is offline
    True MemberRank
    Aug 2012 Join Date
    217Posts

    Re: Custom Classes

    It'll be a public GitHub for the DLL

  5. #5
    Account Upgraded | Title Enabled! Krum is offline
    True MemberRank
    Aug 2012 Join Date
    266Posts

    Re: Custom Classes

    Nice pirate logo HAHAHA

  6. #6
    Rada Rada. Delius is offline
    True MemberRank
    Jul 2012 Join Date
    AustraliaLocation
    404Posts

    Re: Custom Classes

    Quote Originally Posted by Dec View Post

    So I guess the big question is, is this even worth continuing, does anybody even care anymore? To me it was just a bit of fun really.
    I don't think there is really anyone left to care :P But I mean, if your still enjoying working on it then why not continue?

  7. #7
    ExtrinsicStudioâ„¢ Myth is offline
    True MemberRank
    Jan 2012 Join Date
    368Posts

    Re: Custom Classes

    https://warren2go.com/pirate

    I had no choice; relatively is a beast.

  8. #8
    Account Upgraded | Title Enabled! Krum is offline
    True MemberRank
    Aug 2012 Join Date
    266Posts

    Re: Custom Classes

    Quote Originally Posted by Myth View Post
    https://warren2go.com/pirate

    I had no choice; relatively is a beast.
    Holy crap that's so old.

  9. #9
    Newbie Dashie is offline
    MemberRank
    Mar 2018 Join Date
    2Posts

    Re: Custom Classes

    Well, this is quite the feat. I'm quite curious, is there any limitation in regards to animations (as in, creating different animations for single/dual handed weapons, similar to fighters)? Also is there any chance of seeing this work within the CN client? This one last question is most likely retarded, but is it possible for the hook to override an existing class and make changes to it (say, for example, to be able to have different animations for wands and staves)?

    Solid job as usual.

  10. #10
    Queen Bee AtPixel is offline
    SubscriberRank
    Apr 2012 Join Date
    SomewhereLocation
    151Posts

    Re: Custom Classes

    Well.. if He added a pirate straight from a fighter.. editing the animations and everything else should be extremely easy.. And you could easily edit or just make new.. I can not wait till this is a thing so I can finally add in many classes!... I wonder if you could add in more than 1 class to be custom tho.. like 2-3 more! (leaving the rest their)

  11. #11
    57 61 72 72 65 6e 32 47 6 Dec is offline
    True MemberRank
    Aug 2012 Join Date
    217Posts

    Re: Custom Classes

    I duplicated the fighter models and animations and updated any kfm files to address "Pirate" instead of "Fighter". If we can edit the animation files, then I see no reason why new animations would be a problem? New models are easy enough also.

    @AtPixel in theory we can add as many as we'd like up to whatever limits are in the exe/server. I'd imagine this is the "ClassID" data size (which I can't recall) and whatever the bitmap limit is on the WhoEquip (which I think has changed anyway).

  12. #12
    Member spectra51 is offline
    MemberRank
    Jun 2015 Join Date
    46Posts

    Re: Custom Classes

    Quote Originally Posted by Dec View Post
    I'd imagine this is the "ClassID" data size (which I can't recall) and whatever the bitmap limit is on the WhoEquip (which I think has changed anyway).
    I think 2016 files + don't use WhoEquip anymore. They reference the actual class ID number.



Advertisement