Dimensinal skin

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  1. #1
    Account Upgraded | Title Enabled! xender16 is offline
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    config Dimensinal skin

    Hey i whant to ask how i add dimensonal skin i mean where to look in data.enc to add it czuz when i give that in my inventory apears but no skin so in item.enc exist but ... no skin so can someoane give me the line of dimennsional in data.enc to add it skin thak s


  2. #2
    Account Upgraded | Title Enabled! King_MU is offline
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    Re: Dimensinal skin

    Skin of AMOR : change in you item.enc : int32 DisplayCode_pt2 = 11
    i will is AMOR of demen
    but remember you need to make to your cabalmain will show in file man11.ECH, woman11.ECH . Find in forum you will get them how to make .

    11 = Dimen
    10 = SIGmetal
    9 = ShadowTitanium
    8 = MiThril
    7 = Terra,Mystic ...
    6 = Osi
    5 = ...
    Last edited by King_MU; 13-08-11 at 05:19 AM.

  3. #3
    Account Upgraded | Title Enabled! xender16 is offline
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    Re: Dimensinal skin

    thak's for response most of ppl from forum dont respond at questions ... they whant just to be helped

  4. #4
    Enthusiast kusakos is offline
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    Re: Dimensinal skin

    Quote Originally Posted by King_MU View Post
    Skin of AMOR : change in you item.enc : int32 DisplayCode_pt2 = 11
    i will is AMOR of demen
    but remember you need to make to your cabalmain will show in file man11.ECH, woman11.ECH . Find in forum you will get them how to make .

    11 = Dimen
    10 = SIGmetal
    9 = ShadowTitanium
    8 = MiThril
    7 = Terra,Mystic ...
    6 = Osi
    5 = ...
    Hi King MU, base on what you said, If we want to add a new skin for a new custom item, then we need to create a new ech file? like man12.ech, Is that possible? Or we just insert the new textures to the existing ECHs? displaycode_pt2 5-11 are for the armors, how about the codes for the costumes, how do you get them? :)

  5. #5
    Account Upgraded | Title Enabled! SpeedDevil is offline
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    Re: Dimensinal skin

    Quote Originally Posted by kusakos View Post
    Hi King MU, base on what you said, If we want to add a new skin for a new custom item, then we need to create a new ech file? like man12.ech, Is that possible? Or we just insert the new textures to the existing ECHs? displaycode_pt2 5-11 are for the armors, how about the codes for the costumes, how do you get them? :)
    It's possible to create your own .ech's but don't forget to enable your cabalmain to load them or you could add to existing ech's. The displaycodes for the armors range from 0 to whatever you desire as the displaycode is used to select the correct textures and models from the .ech's, if you add more you'll have more displaycodes to use ;)

    For costumes it's almost the same. An avatar item, or costume if you will, is an extra item that gets it's visuals by referencing an epaulet item in the cabal.enc. That epaulet has the displaycode_pt1 set to 3 (0,1,2 define the 3 armor types for armor btw) and displaycode_pt2 ranges from 1 and up depending on your ech's.

  6. #6
    Enthusiast kusakos is offline
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    Re: Dimensinal skin

    Quote Originally Posted by SpeedDevil View Post
    It's possible to create your own .ech's but don't forget to enable your cabalmain to load them or you could add to existing ech's. The displaycodes for the armors range from 0 to whatever you desire as the displaycode is used to select the correct textures and models from the .ech's, if you add more you'll have more displaycodes to use ;)

    For costumes it's almost the same. An avatar item, or costume if you will, is an extra item that gets it's visuals by referencing an epaulet item in the cabal.enc. That epaulet has the displaycode_pt1 set to 3 (0,1,2 define the 3 armor types for armor btw) and displaycode_pt2 ranges from 1 and up depending on your ech's.
    Thank you very much SpeedDevil for this explanation ^^ It's beginning to clear up a bit now. Just a few more questions if you don't mind :D How would the item.enc know which .ech file to get texture from, for a particular item/costume? Do you mean that the displaycode_pt2 is from 1-up for all the .echs? For example in my man11.ech if the last displaycode_pt2 is 33 then if I create a new ECH the displaycode_pt2 will continue at 34 for man12.ech? Sorry for being a noob ^^

  7. #7
    Account Upgraded | Title Enabled! SpeedDevil is offline
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    Re: Dimensinal skin

    Quote Originally Posted by kusakos View Post
    Thank you very much SpeedDevil for this explanation ^^ It's beginning to clear up a bit now. Just a few more questions if you don't mind :D How would the item.enc know which .ech file to get texture from, for a particular item/costume? Do you mean that the displaycode_pt2 is from 1-up for all the .echs? For example in my man11.ech if the last displaycode_pt2 is 33 then if I create a new ECH the displaycode_pt2 will continue at 34 for man12.ech? Sorry for being a noob ^^
    Don't be sorry, I'm happy you want to know more. The ech's are all read as one big pile of stuffs. First man.ech then man2.ech and so on. If then man12.ech of your own making would have a texture/mesh/animation of the same name that would replace the original that's included in the others it will overwrite the original in memory when being loaded. So you can add a man12.ech which is an exact copy of man.ech and has blue osmium textures for easy switching for example.

    Now for the displaycode on armors you'll have to look into your ech's at how the textures and meshes are named. Let's take body_aa. The body means it's a suit, the first a tells you it's armour (z for martial and m for battle) and the last a is the displaycode you'll have to use in the item.enc to call it. It's in hex so a is 10 in decimal value. If you wanted to add body_aa as a new item you'd make an item TYPE suit (8 if I recall correctly), displaycode_pt1 should be 2 for amour and displaycode_pt2 should be 10.

    For costumes it's a bit different they, are named coat_s1 for suits and cap_s1 for hats or masks. Their numbering starts at s1 (s0 doesn't seem to be used) and that goes up to s15 and the next one is then t0. After reaching t15 it'll go to u0 and so on. So here the s1 is the full displaycode_pt2 as 's' should be seen as 0 and goes up by 1 after 16 items. It's the same as hex:
    s5 = 0 + 5 = 1
    t0 = 16 + 0 = 16
    t13 = 16 + 13 = 29
    u5 = 32 + 5 = 37
    If you want to add coat_u11 you'll set the item TYPE to epaulet (IDT_CLOK (17)), displaycode_pt1 to 3 and displaycode_pt2 43.

  8. #8
    Enthusiast kusakos is offline
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    Re: Dimensinal skin

    Quote Originally Posted by SpeedDevil View Post
    Don't be sorry, I'm happy you want to know more. The ech's are all read as one big pile of stuffs. First man.ech then man2.ech and so on. If then man12.ech of your own making would have a texture/mesh/animation of the same name that would replace the original that's included in the others it will overwrite the original in memory when being loaded. So you can add a man12.ech which is an exact copy of man.ech and has blue osmium textures for easy switching for example.

    Now for the displaycode on armors you'll have to look into your ech's at how the textures and meshes are named. Let's take body_aa. The body means it's a suit, the first a tells you it's armour (z for martial and m for battle) and the last a is the displaycode you'll have to use in the item.enc to call it. It's in hex so a is 10 in decimal value. If you wanted to add body_aa as a new item you'd make an item TYPE suit (8 if I recall correctly), displaycode_pt1 should be 2 for amour and displaycode_pt2 should be 10.

    For costumes it's a bit different they, are named coat_s1 for suits and cap_s1 for hats or masks. Their numbering starts at s1 (s0 doesn't seem to be used) and that goes up to s15 and the next one is then t0. After reaching t15 it'll go to u0 and so on. So here the s1 is the full displaycode_pt2 as 's' should be seen as 0 and goes up by 1 after 16 items. It's the same as hex:
    s5 = 0 + 5 = 1
    t0 = 16 + 0 = 16
    t13 = 16 + 13 = 29
    u5 = 32 + 5 = 37
    If you want to add coat_u11 you'll set the item TYPE to epaulet (IDT_CLOK (17)), displaycode_pt1 to 3 and displaycode_pt2 43.
    Thank you very much for taking time to explain everything in detail about the ech SpeedDevil. I understand now completely! ^^ You've been really helpful. Thank you very much ^^

    God bless you :)



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