И так начнём урок по созданию нового костюма!
Инструменты:
1. Adobe Photoshop (у меня CS3)
2. НЕХ редактор (для файлов формата ogf)
3. Блакнот
Я привиду пример на создании костюма Экзоскелет! Как я это делал:
1.Возьмём готовую текстуру Экзоскелета и назовём её к примеру- act_stalker_staff_sk1.
2.Возьмём 2 файло ogf: 1-stalker_neutral_4, переименуем его в stalker_staff_sk1и сахроним его в папке gamedata\meshes\actors\stalker_staff. Затем открываем его в НЕХ редакторе и находим там токие строки act_stalker_neutral_4 и заменяем их на эти act_stalker_staff_sk1. ВНИМАНИЕ! Очень важно не нарушить длину строки, иначе вся работа на смарку вашь костюм просто не будет работаь! 2- exo_outfit и переименовываем в stalker_staff_sk1 сахронив его в папке gamedata\meshes\dynamics\outfit. Так же открываем его в НЕХ редакторе и ищем строку act_stalker_neutral_4 и заменяем её на эту act_stalker_staff_sk1. И НЕ ЗАБУДЬТЕ БЫТЬ ОСТОРОЖНЫМИ С ДЛИНОЙ СТРОКИ!
3. Открываем фаил outfit.ltx и находим почти в самом низу такие строки
[exo_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\exo_outfit"
$prefetch = 32
class = E_STLK
cform = skeleton
visual = dynamics\outfit\exo_outfit
actor_visual = actors\stalker_neutral\stalker_neutral_4.ogf
player_hud_section = actor_hud_exo
ef_equipment_type = 5
inv_name = exo_outfit_name
inv_name_short = exo_outfit_name
description = exo_outfit_description
inv_weight = 25.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 14
inv_grid_y = 13
full_icon_name = npc_icon_exo_outfit
;nightvision_sect = effector_nightvision_bad
cost = 55000
full_scale_icon = 2,11 ;иконка сталкера в костюме в полный рост
immunities_sect = sect_exo_outfit_immunities
; MEDIUM RESISTANCE
burn_protection = 0.039
shock_protection = 0.039
radiation_protection = 0.039
chemical_burn_protection = 0.039
telepatic_protection = 0.039
strike_protection = 0.4
explosion_protection = 0.4
wound_protection = 0.4
fire_wound_protection = 0.4
physic_strike_wound_immunity = 0.4
;запрещение режима Sprint для Актера
sprint_allowed = false
bones_koeff_protection = actor_heavy_armor_1
hit_fraction_actor = 0.2
additional_inventory_weight = 40
additional_inventory_weight2 = 40
artefact_count = 1
control_inertion_factor = 2.5
upgrades = up_gr_ab_exo_outfit, up_gr_cd_exo_outfit, up_gr_ef_exo_outfit, up_gr_gh_exo_outfit, up_gr_k_exo_outfit
installed_upgrades =
upgrade_scheme = upgrade_scheme_u20a
[sect_exo_outfit_immunities]
burn_immunity = 0.01 ;коэффициенты иммунитета самого костюма
strike_immunity = 0.01
shock_immunity = 0.01
wound_immunity = 0.01
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.01
explosion_immunity = 0.01
fire_wound_immunity = 0.01
[sect_exo_outfit_immunities_1]
burn_immunity = 0.005 ;коэффициенты иммунитета самого костюма
strike_immunity = 0.005
shock_immunity = 0.005
wound_immunity = 0.005
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.005
explosion_immunity = 0.005
fire_wound_immunity = 0.005
Капируем их и встовляем в этот же файл после Экзоскелета Свободы. И после этого заменим инекоторые строки вот на токие
[exo_staff_sk1_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\exo_staff_sk1_outfit"
$prefetch = 32
class = E_STLK
cform = skeleton
visual = dynamics\outfit\exo_staff_sk1_outfit
actor_visual = actors\stalker_staff\stalker_staff_sk1.ogf
player_hud_section = actor_hud_exo
ef_equipment_type = 5
inv_name = exo_staff_sk1_outfit_name
inv_name_short = exo_staff_sk1_outfit_name
description = exo_staff_sk1_outfit_description
inv_weight = 15.0
slot = 6
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 11 Здесь пишете координаты и конки костюма.
inv_grid_y = 33
full_icon_name = npc_icon_exo_outfit
;nightvision_sect = effector_nightvision_good
cost = 950000
full_scale_icon = 2,11 ;иконка сталкера в костюме в полный рост
immunities_sect = sect_exo_staff_sk1_outfit_immunities
; MEDIUM RESISTANCE
burn_protection = 0.034
shock_protection = 0.034
radiation_protection = 0.034
chemical_burn_protection = 0.034
telepatic_protection = 0.034
strike_protection = 0.4
explosion_protection = 0.4
wound_protection = 0.4
fire_wound_protection = 0.4
physic_strike_wound_immunity = 0.4
;запрещение режима Sprint для Актера
sprint_allowed = false
bones_koeff_protection = actor_heavy_armor_1
hit_fraction_actor = 0.2
artefact_count = 2
control_inertion_factor = 2.1
additional_inventory_weight = 20
additional_inventory_weight2 = 25 ; 60+
upgrades = up_gr_a_svoboda_exo_outfit, up_gr_b_svoboda_exo_outfit, up_gr_c_svoboda_exo_outfit, up_gr_d_svoboda_exo_outfit, up_gr_e_svoboda_exo_outfit, up_gr_f_svoboda_exo_outfit, up_gr_g_svoboda_exo_outfit, up_gr_h_svoboda_exo_outfit, up_gr_k_svoboda_exo_outfit
installed_upgrades =
upgrade_scheme = upgrade_scheme_u19a
[sect_exo_staff_sk1_outfit_immunities]
burn_immunity = 1.1 ;коэффициенты иммунитета самого костюма
strike_immunity = 1.1
shock_immunity = 1.1
wound_immunity = 1.1
radiation_immunity = 1.1
telepatic_immunity = 1.1
chemical_burn_immunity = 1.1
explosion_immunity = 1.1
fire_wound_immunity = 1.1
[sect_exo_staff_sk1_outfit_immunities_1]
burn_immunity = 1.1 ;коэффициенты иммунитета самого костюма
strike_immunity = 1.1
shock_immunity = 1.1
wound_immunity = 1.1
radiation_immunity = 1.1
telepatic_immunity = 1.1
chemical_burn_immunity = 1.1
explosion_immunity = 1.1
fire_wound_immunity = 1.1
4. Теперь нам понадобится Adobe Photoshop, в нём открываем фаил ui_icon_equipment.dds. И уже в этот фаил встовляем нашу иконку для Экзоскелета!