Awesome, took me a while but It’s working now!
Working is still a big word but that’s what I call Progress!
I’ve lost a lot of time because of a typo error i made while typing
classtraining_class07 instead of _classtraining_class07 and I got frustrated at some point then I recheck everything and realized I went too fast again.
The Mastery bar and skilltree were not displaying correctly but now they are fixed.
I even made my first custom skill, a projectile (AOE) but I can’t seem to find a good way to apply the particles and have them show how I want.
Do you guys know if there’s any way to preview the texture or even make our own particles?
I’m trying to find something that would look like a fireball, like an orb of fire but so far I only found explosions
Anyway, I’m on the good way! So many thanks for getting me started!
EDIT: Forgot to add… I ran into an issue that I’ve not figured out how to fix yet… the + button on the mastery page is Yellow/blue cross-shaped square instead of the normal texture. My guess would be that’s it the default texture for ‘missing texture’ but unsure about it.
What did I do wrong, haha!
The name and description are definitely in the text file.
You can theoretically just use the existing skills txt file I mentioned before but for organizational purposes I would advice keeping all of your mod stuff separate from the base game files whenever possible. Editing the txts is one of the more simpler aspects of this. Just create a blank file and put it in the source/text_en directory of your mod. Find it in the asset manager source tab. Right click and hit autocreate asset.
From there just edit the source file. All it is is variable names=text like this
tagSkillClassName04=Nightblade
tagSkillClassName05=Arcanist
tagSkillClassName06=Shaman
As for the blank tree not entirely sure what you’re looking for there. One assumption: You won’t have blank skill locations or connecting lines anywhere. You have to do that manually using coordinates. I don’t have all the coordinates figured out yet but if you look at the existing trees, not including special modifiers, they have 9 columns(mastery tiers) and 7 rows. You create the skills and choose what goes where. If you wish to follow the existing format I am current working out the location of all the skills.
The only row I have written down is the one savagery is on for the shaman tree: Y Position 150.
I think the x positions for mastery tiers are as follows
The PSeditor allows us to make and preview our own particle effects
It’s very daunting at first just for the record. I was able to learn it much better but picking an existing skill that was somewhere along the lines of what I liked and modifying that.
Existing skills don’t normally show up. You have to copy them from grim dawn/resources/fx/particlesystems/classXX to grim dawn/source
From there you should be able to load them. Play around see what does what.
You can add your own textures to the editor in kind of a weird way. I did it by creating a new mod specifically for adding textures. Find or create a texture I like and use gimp to save it in either a psd or tga format. Stick that in the sources area of the new mod and autocreate the asset. This this should turn it into a texture. You want to make sure when autocreating an asset to do it as a texture. Not a bitmap or custom texture. And set it to DXT5. Once you build your mod find the textures.arc file in the mod folder and move it to grim dawn/resources. Now the textures you added to that mod can be used in the pseditor. This post helped me A LOT http://www.titanquest.net/tq-forum/threads/30758-Beginner-s-Guide-to-the-PSEditor
You will need to do a bit of research into alpha masks and transparency in gimp to make things look good.
oh and that yellow/blue thing is something missing with the texture. Gotta make sure the skill is pointing to the right texture.
Gotta make sure the records/skills/_classtraining_classxx.dbr is pointing to the appropriate .tex files under ui information. SkillUpBitmapName. Maybe SkillDownBitmapName. Haven’t figured out what the second one does actually but I have something pointing to both
Anyone know if it’s possible to change the “projectileImpactFX” size somehow?
To change the projectile size I opened the .DBR file in the editor and in Actor Variables I changed “scale” to what I wanted it to be.
But I also see “actorRadius” in there and I’m not sure what this affect.
Another question, to make the skill I’m using I edited the fragments from the Magi Devotion volcano and they work a bit like an Impact Grenade would but it’s not the effect I was expecting.
I’d like to know if anyone knows how to edit a skill priorities so it flies like an Arcane Missiles would, meaning it would hit enemies in it’s path but I’d also like to have it explode when it reach the location I pointed (clicked) and also explode on wall contact.
Right now, It flies over enemies and hit the ground for damage instead of the enemies.
I don’t really like that It makes the spell way too cheesy.
I’m pretty sure it’s doable but I don’t know what I need to look at first!
I know I’m getting off-topic from the OP but If it’s an issue I’ll make my own thread.
I just know some people could use the information available here