Customizing mechs

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Unread postby jezer0 » January 16th, 2009, 12:19 am

Is that so...That's good.

BTW, how were my mech mods? I really liked the appearance of my MAC series (Proto MAC/MAC Cross/MAC Cannon)
I want to see more of the others' works too... :(
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Unread postby Logtaga » January 16th, 2009, 2:03 am

^the appearances are good, its something you could use when you're like, bored with the old appearances and wanting to try something new and unique.

Honestly however, since they're just skin/appearance mods(or should i say "mixtures"), I think hardly anybody(except some few here) would bother posting their modified skins since everybody here could do the same. They'd probably just stick to posting pictures of their modified mechs..

If only we could modify, better yet, customize the attacks then maybe, just maybe, mech modding will become one of the main attractions of playing BFW :(
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Unread postby SladeNoctis » January 16th, 2009, 2:13 am

hmm all your mechs are pretty nice
i just really want to see a better 2000 sp1 design and whistler
since there both my fav mechs and you no how to make them cool
and kudos on all your creaion
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Unread postby SladeNoctis » January 16th, 2009, 2:32 am

Logtaga wrote:^the appearances are good, its something you could use when you're like, bored with the old appearances and wanting to try something new and unique.

Honestly however, since they're just skin/appearance mods(or should i say "mixtures"), I think hardly anybody(except some few here) would bother posting their modified skins since everybody here could do the same. They'd probably just stick to posting pictures of their modified mechs..

If only we could modify, better yet, customize the attacks then maybe, just maybe, mech modding will become one of the main attractions of playing BFW :(


true since the only ppl dat been posting was you and jeezer
i would post but i just basically change the color most of my
mech creations end up crashing the game mostly because i
want to mix the ships and mechs toegther but its a pain
but you have a good idea tho if we were able to customize the moves
that would make ppl like BFW more
but ppl are most likely waiting for the english verison of UKW so they can have the
better features but i doubt iit would be comng any time soon
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Unread postby Logtaga » January 16th, 2009, 2:49 am

SladeNoctis wrote:true since the only ppl dat been posting was you and jeezer

not really, I merely started this trend...

...well maybe, i suppose that vista-blackcomb counts :)
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Unread postby SladeNoctis » January 16th, 2009, 7:56 pm

yea but i would post my mechs but i need to learn how to mix the parts
up only if there was a manual then i would post all types of mech especially
2000 sp1 and whistler :lol:
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Unread postby jezer0 » January 17th, 2009, 1:44 am

Manual huh... I can attempt on that.

*****BOOTFIGHTER MECH MODDING MANUAL*****
You can only mod the mech only in the level of appearance (Mech Part Appearance and Color Scheme Only)

How to mix-up Bootfighter Mech Parts (I think it was mentioned already but I will add some things too):

1. Go to the ROBO folder of your Bootfighter installation.

2. Now before you attempt to mess up the mech files, MAKE A BACKUP of your original files so you can undo your changes.

3. Choose a target mech for MODDING. For the serial numbers of the Bootfighters:
[KD-03] MS-98
[KD-04] Millenium
[KD-04_2] Millenium-R
[KD-05] Whistler Windom XP
[KD-05_2] Whistler Windom XP Type-B
[KD-05_3] Whistler Windom XP SP3
[KD-06] Longhorn Windom Vista
[KD-06_0] Asteroid Windom 2k
[KD-06_2] Windom 2000 SP-1
[KD-07] Windom Blackcomb
[KD-07_2] Linux Black Selena
[KD-08] Linux Iris
[KD-08_2] Linux Cymbidium
[KD-08_3] Linux Anthurium


4. For appearance modding, only the .x files can be changed. Changing script files will create problems during gameplay (it crashes the game). Now identify the parts that compose the mech. I'll mention some common things:
head - the mech's head
arm1 - the mech's shoulder
arm2 - the mech's upper arm
arm3 - the mech's lower arm
hand - the mech's hand
body - the mech's upper body
body_d - the mech's lower body
leg1 - the mech's upper leg
leg2 - the mech's lower leg
leg3 - the mech's foot
legG - the mech's leg guard (the piece of armor protecting the groin)
gun - the mech's gun
sword - the mech's sword/sword handle
gun_dammy - the mech's gun when not in use
sword_dammy - the mech's sword when not in use
fannel - the mech's funnels/dragoons/bits WHEN LAUNCHED
root - the mech's COLOR SCHEME

Note: Some common conventions...
*Files with "_r" (Ex:arm1_r) in the filename means the right mech part, in this case, the right shoulder.
*Files with "_" (Ex:head_) in the filename means it is an UNUSED, ALTERNATE mech part in the game. You can use it by renaming without the "_".


This may not always be the files of a certain mech. For example, Windom 2000 SP1's sword files are named "katana" instead of "sword". You can identify a mech's certain part by:
a. Running Bootfighter Windom XP and going to the Mech Selection screen (Keep this game running!)
b. Renaming the .x files so that the game won't recognize the files (Just add a "_" at the end)
c. Refreshing the Mech appearance by deselecting and reselecting the said mech at the Mech Selection Screen
d. Finding the missing parts and associating it with the renamed file

5. The actual MODDING starts here. Replace the chosen .x file by copy-pasting from the other mech folders to your target mech folder. That's it. Again, you can preview the changes by refreshing its appearance in the Mech Selection Screen.

Note: Since these are all .x files, you can be creative and replace parts with more unlikely things (like replacing iris' crystals with slain mech heads LOL). It's all up to you to make your own badass-looking Bootfighter Mech MOD.

Well that's it for Bootfighter Mech MODDING. I'm looking forward to seeing new models from you soon! (My reaction for it: "Shingata ka?!"/"A new model?!")
Oh yeah, anything new you have found out that is not indicated in this post will be proven a valuable information, so share them to the people in this thread.

HAPPY MODDING! :D
Last edited by jezer0 on January 21st, 2009, 3:10 am, edited 1 time in total.
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Unread postby SladeNoctis » January 17th, 2009, 2:31 am

thanks man
ill start modding some mech right now
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Unread postby Rosslyn » January 24th, 2009, 4:01 am

jezer0 wrote:I wonder if this kind of modding is still applicable to "Ultimate Knight Windom XP"... :?


It works, just tried it.

Ladies and Gentlemen, may I present you all, the Linux Blur.



Its based on my Two favourite Mechs, take a guess who they are :3

Heres the D/L link if anyone wants to http://www.megaupload.com/cn/?d=EW0QKP7V

Guide:

First, Delete KD-06_2 from your Robo Folder, then Extract it in the Robo folder.

Edit: New ver complete, refer to my signature for it
Last edited by Rosslyn on January 24th, 2009, 3:29 pm, edited 1 time in total.
~Posts

The Almighty Guide of Mods - viewtopic.php?p=53765

Personal Project: Linux Blur - viewtopic.php?p=53757
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Windom XP Mech Mod Thread

Unread postby jezer0 » January 24th, 2009, 4:12 am

WHOA :shock:

That loooks really classical, combining Cymbie w/ 2000SP1.
I noticed that it lacks certain parts fom Cymbidium (especially the hair), but it looks cool already, even more so in transformed state.

How about trying to replace its root.x with any of the linux's root.x?
(for some reason, only the linuxes' root.x files are able to show colors/parts not present in windoms)

And I like Cymbidium and Windom 2000 SP1 as well :D
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Re: Windom XP Mech Mod Thread

Unread postby Rosslyn » January 24th, 2009, 4:34 am

jezer0 wrote:WHOA :shock:

That loooks really classical, combining Cymbie w/ 2000SP1.
I noticed that it lacks certain parts fom Cymbidium (especially the hair), but it looks cool already, even more so in transformed state.

How about trying to replace its root.x with any of the linux's root.x?
(for some reason, only the linuxes' root.x files are able to show colors/parts not present in windoms)

And I like Cymbidium and Windom 2000 SP1 as well :D


Ty :3

Its still a "Beta", and yea, i'm gonna put on the hair and the colours, but i was just uploading this to see the reactions xD, and Linux's roots are brilliant, and I'm just testing them out... I dunno if you know this, but the root files for the Linux.. well... theres around 6, I'm still wondering how I'm gonna implement them all in.... and for some reason I cant find the .x file for the hair... hmmm.... I was thinking bout replacing the gun with Cym's Lance, but the plane mode ended up not looking that great... Maybe changing the arm rotation .x file would help... *Drifts off to monologue*
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Unread postby jezer0 » January 24th, 2009, 4:38 am

Oh yeah I forgot to mention this line while I saw your mech MOD:

"A new model?!" :D

Actually it's the root.x files of the linux mechs that makes the hair appear. It's sort of have a color component that makes the hair appear, which is not present in the Windom mechs.

Can you explain what the arm_rotation.x file does? Or any files I haven't covered on the manual I made.
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Unread postby Rosslyn » January 24th, 2009, 5:43 am

soz was at lunch

Yeah, the arm_rotation basically, well, does what it says, it changes how your arms are placed when flying/walking/etc. (you could try this), see, if you implemented Cyms lance thing (which is both the gun and sword) into the Sp1, youll end up having it held in a really bad looking angle, but changing the arm rotate makes the sp1 mod actually HOLD the sword the cym does (or at least thats what i observed =P)

Ill post up the complete version of my mod soon xD

Btw msn: jeekheadonmars@gmail.com if you wanna add xD
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Unread postby Rosslyn » January 24th, 2009, 5:54 am

jezer0 wrote:Oh yeah I forgot to mention this line while I saw your mech MOD:

"A new model?!" :D

Actually it's the root.x files of the linux mechs that makes the hair appear. It's sort of have a color component that makes the hair appear, which is not present in the Windom mechs.

Can you explain what the arm_rotation.x file does? Or any files I haven't covered on the manual I made.


But wouldnt modifying the root.x kill sp1s ability to be a plane?
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Unread postby jezer0 » January 24th, 2009, 5:56 am

No. the ability to transform to a plane is not defined by the root.x file. It's in the scripts I think.

But if what you mean is the complete appearance will mess up plane mode... That's why I said it looks cool already :D
I'm just wondering what it would look like when used with linux's roots.

BTW (off topic) your avatar image is too big. I don't think that's legal.
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Unread postby Rosslyn » January 24th, 2009, 6:02 am

(fixed avatar)

I wish i could read w/e coding was in the .x ...

Edit: It WORKED, I got the Hair aswell!! Full ver coming soon i guess
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Unread postby Rosslyn » January 24th, 2009, 6:43 am

hmm, do you know how to implement the dresses? its the only thing I cant quite do yet
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Unread postby jezer0 » January 24th, 2009, 6:47 am

Dresses? Is you mean the skirts, they're implemented as separate .x files. Look for the files which have "skirt" in their filename. To implement it in windom mechs, I think you should try replacing the Leg Guards (the hip armor) with them.
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Unread postby Rosslyn » January 24th, 2009, 7:28 am

tried that, dress came out too low, anyways, updated ver is out, the purples just because I like them, default is White, and i DID manage to put in the lance AND the hair, and everything that makes cym cym, cept the dress

Seperate thread here: viewtopic.php?p=53757

Pictures gonna be up in about 10 minutes
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Unread postby jezer0 » January 24th, 2009, 7:34 am

I think it would be better if you will create an OFFICIAL Windom XP Mech MOD thread. :D
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