Guide to Making Objects

Archlyte

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Anyone able to take a soup to nuts go at teaching someone how to go about creating objects to be introduced into a server? I am able and willing to learn but I need someone to point me in the right direction and tell me what I will need. 

I want to be able to submit objects to the server dev for consideration. Some things I want to create are Armor, Hairstyles, Weapon Skins, and tweaks to existing forms (changing the antenna on Composite Armor Helmet, Changing viewport design on Composite Armor Helmet, attempting to make Padded Armor helmet design that doesn't look awful).

I have asked about this but can't seem to get anyone to point me to a comprehensive tutorial. If anyone can get me started on this I would be grateful.

Thanks for any help
 

Phoenix

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Armor is impossible. Same with clothing. Weapons you can modify in 3dsmax using the exporter/importer but it isn't simple. Hairstyles I haven't researched
 

Archlyte

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Thank you Phoenix. That is bad news though, and also explains why it was hard to get the info I wanted. Is Clothing/Armor Impossible because the objects were not originally in the game so adding them requires changes to entire structure?

3dsmax, ok cool ty.

If clothing is impossible I imagine hairstyles are as well. Anyway thanks for the reply. I guess we are pretty much stuck with the items from 14.1 era.
 

Archlyte

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Ok good information here. Maybe I should ask how did you guys get to your current skillset?
 

Timbab

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Archlyte said:
Ok good information here. Maybe I should ask how did you guys get to your current skillset?
Trial and error, looking at how things operate server side, analyzing how things operate inside the client in relation to the files, reverse engineer files and functions, etc. 

Most importantly, time and dedication. Sytner, Uli and I have been at it client side for almost a decade now (Not non stop work, but working around and with them here and there, learning, etc). 

Guides don't help beyond the basic, best is to dig through the tre files and see how the link chains flow, which file works with what, etc. You'll want to use SIE for that, don't forget to grab my templates so the bytes make sense. 

Server side, either read the scripts and code, or take a look at the SWGEmu forums or some of the threads in this forum of how to do XYZ, then replicate and mess around with it.
 

Borrie BoBaka

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This is sort of related but not quite, but is? 

The thing I was wondering was, how to make custom objects inside the server without having to make an .iff file to distribute to everyone. For example, I would love to make a new Shirt object that used the appearance and properties of a Padded Armor Chest Plate. It would not be a real padded chest plate, nor would it replace any of the existing shirts. Is there any way to actually add an object lua without having an iff reference? Or must all objects be directly linked to an iff template? This idea stemmed off the possibility of adding objects to reference things that I have in my appearances, but don't have a corresponding object iff file. 

This also relates to possibly adding more draft schematics too. I'd love to make available a set of bone, chitin, padded and other armor types that do not replace the original armors, but exist as a completely different object that has Composite stats. (Essentially, Advanced versions of the armor, so you can keep armor diversity without sacrificing cheap noob gear, or effectiveness at full strength).
 

Timbab

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Maybe, link to an existing object that has the appearance, like Padded Chest, then assign a custom name? Unsure how that ultimately works though.

Draft Schematic wise it should be fine, as those just have different stats? Just reference the original .iff. (I have no idea ultimately though, what's fully read from the IFF Object).
 

Halyn

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You need the IFF files on the client, AFAIK. The server tells the client "what object" via CRC number, which always points to an object IFF. No IFF, no CRC, nothing will show up on the client.

I'm not an expert, though. That's just my understanding.
 

Pake

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Timbab said:
Maybe, link to an existing object that has the appearance, like Padded Chest, then assign a custom name? Unsure how that ultimately works though.

Draft Schematic wise it should be fine, as those just have different stats? Just reference the original .iff. (I have no idea ultimately though, what's fully read from the IFF Object).
If you're using an existing item for the look etc. then I did what Timbab said her.  My son wanted Mando armor without all the work etc. so to let him play around I basically copied all the composite armor files and edited each to use the mando .iff file and gave it a custom name like "Low-end Mando" or something.

You gotta update all your object and serverobject files in objects and loot and groups (if you want it to be lootble).

I never tried making it craftable or anything so I have no suggestions there.
 

Archlyte

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So another question: Timbab since you and your compatriots have been at this for so long have you created documentation for any of the various program anatomy you describe, or is it all based on your collective skill at learning how the puzzle tends to work?

If the answer is skill alone, then I can now understand why changes are so hard to make without breaking the sucker. Without good documentation of the whole structure you guys are always basically guessing yeah? Don't get me wrong, I am thankful and appreciative, but this means that some of the more ambitious changes are unlikely ever to happen because it's kind of a bunch of alchemy.
 

Timbab

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A combination of both, I'd say.

We all have our personal notes, Sytner and I have an endless amount of them and I've been wanting to do a Wiki for a while but won't be releasing it until the next SIE update, as that's all I do when I do anything SWG related atm.

With the next SIE update, beyond having templates included by default, I'll hopefully find time to release a Client Side Wiki (Either here or on the official SWGEmu Wiki, or both) that'll show what the template already show, perhaps in a bit more detail, general info (Which can and should be expanded down the road by people), and maybe a handful of articles about link chains and what you need to edit or where to go for a few general things.

Once this is done, it'd be really neat to have the same for the server side scripts, with both having links, etc.

Between Sytner, Uli and I, we basically know almost everything about the .tre files, be it what is inside or how the files flow together, plus some inside the client knowledge. But as we've been at this for so long, some stuff gets either buried in notes or half forgotten, so a Wiki will definitely be the key eventually.

Now, that said, most changes are fairly easy to make, if you follow what SOE did (You can learn this by looking through a lot of files and seeing how they're connected, doing some trial and error stuff, etc), but some files open paths to more abstract or abnormal things, which are ultimately the interesting bits for us. Then actual client (.exe) modification are another beast entirely and while we have documentation on it, that's going to be not necessarily as accessible for quite some time, even though there are plans to make a decent injection platform for it and TA, Uli and I have a bunch of addresses to functions already.
 

Makan

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That's really too bad about not having access to the skeleton structure for new armor pieces. I came here with the same intentions as Archlyte. 

But I have a question out side of that. Back in the original servers, I was big into decorating, and was always limited to the items available. Would it be possible to create new objects like chairs and the a like to be added?
 

levarrishawk

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Makan said:
That's really too bad about not having access to the skeleton structure for new armor pieces. I came here with the same intentions as Archlyte. 

But I have a question out side of that. Back in the original servers, I was big into decorating, and was always limited to the items available. Would it be possible to create new objects like chairs and the a like to be added?
Yes.  Though there are quite a few steps in that process.  It could be done right now actually if you have a suitable level of knowledge in 3d modeling with programs like 3dsmax.   The tricky part from there is exporting your work into a mesh that would be compatible with the client,  I think there is an extension of that sort floating around somewhere.  I remember Wefi mentioning it once years ago back in PSWG but I tended to dismiss everything he said as gibberish as he was effectively worthless.

I know Sytner has imported new meshes / models to the client years ago.

Basically TLDR,  someday you will be able to, yes.
 

Timbab

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Rosuto's scripts work for importing/exporting static meshes. It's very basic, but should do the trick for furniture and the like if you're willing to put in the work to get it to look proper in the end.

http://www.modthegalaxy.com/forums/thread-tool-3ds-max-import-export-scripts
http://www.modthegalaxy.com/forums/thread-tool-3dmax-msh-exporter

Wefi was talking about Charina's work, I'm pretty sure.

http://www.modthegalaxy.com/forums/thread-tool-galaxies-mesh-suite-for-blender
 
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