How to build a new FX.arc or similar?

I asked this in another thread but maybe it’s better for it not to get buried.

This is more of a problem for mods that override the whole database file instead of using the MODS directory.

In order to make changes/add new particles, textures etc. we’d need to somehow build the FX.arc in order to override the existing one right?

Question is… how? There’s a lot of .tex and mesh files in there that the Asset manager can’t seem to compile (if added manually to the assets folder) or auto-generate assets for them from the source folder…

Any idea how make a complete rebuild of FX.arc so we can also add our own effects to it?

Easy.

First extract everything from the Fx.arc and put it into the appropriate directory of your mod. I think source/Fx/ is the one.

Build your mod and in the directory should be an Fx.arc file. Just overwrite the existing one in gd installation with that and it should work.

Doesn’t work. The asset manager doesn’t create anything from the source folder unless it’s added as an asset.

OK in that case, you have two options, first the easy one:

put the files into your BUILD directory (if its separate from working), then into the resources folder. Go to your assetmanager, load the mod (not sure if this is necessary since it builds everything), then go archive dropdown> build

It’ll take a while, but when it does you should have an arc file in your mod’s build directory.

Option 2:

Use the archivetool. Rorsarch w/e his name is (sorry!) who has been posting really helpful things, digging through the files and putting tutorials everywhere on the forums. This is your best option, if you can figure out how to use the tool. The guy posted some info he dug up on the tool that should help a little, I can’t give more help on it though sorry. All I know is, you make a batch file, tell it where you want to access, what you want to put in, and where you want it to go I think, and it should inject the file. Again - its a little complicated and you’ll want to see the post before messing with it because if you do it wrong you could do something wrong somewhere. Wish I could say more but alas I know next to nothing about it.

Hell yeah man, it works. Thanks a bunch :smiley:

Will need to investigate the command line option so I can make the process smoother in the future.

answereed your question in my tut thread, it is click and forget after you copied the files.

This is how I used to create custom meshes in TQ. Using the viewer tool you can (in TQ, haven’t tried to figure it out in GD yet) attach meshes to other meshes to create a different model and then use this new model as an enemy or an effect for spells. For example, take a golem and cover him with rail spikes - now you’ve got some kind of iron rail golem or whatever.

Using these custom meshes in conjunction with building your own arc files, you are able to access these custom files in the asset manager for easy modding.

So is this the process required to edit skill effects. I am currently using savagery as a base for a skill but don’t want the lightening animation, I know I can swap out an effect but what if I wanted to change the particle colours ect… does this process allow that?

This is only required if you need to overwrite existing effects

Option 2 that crazy guy ror posted about. http://www.grimdawn.com/forums/showthread.php?p=382544