[Guide]Adding an Extra Stage to Mounts

07/11/2009 05:42 funhacker#1
This guide is to just show you how to add an extra stage to your mount's looks, it does not include any files for such a thing.

Files Being Edited:
Code:
3dTexture.ini
3dObj.ini
Mount.ini
MountType.ini
Mount we will edit is: SaintBear

Finding the "ID" of the Saintbear easiest way for you is searching within your Eudbook.ini
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First we Search for "SaintBear"

Now we have the line. (As highlighted by the red box)


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Now we can see the "ID" by the number on the very left.
(As highlighted by the red box)

Now close EudBook.ini
Open "MountType.ini"

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Push Ctrl+F to search for the "ID" within "MountType.ini" (As highlighted by the red box)

Once you find that you will see "1071860" highlighted we need to edit ALL 6 entries for the pet.
If you don't understand why please read below:
Code:
All pets are made up of a pattern [107][1][86][0] tells us a few things.
[107] - This tells the game it is a "Pet"
[1] - This tells the game the Pet is of [I]Normal[/I] race - It can only otherwise be 9 which tells the game it is [I]Thunder[/I]
[86] - This defines what Pet we are using, this is the only [I]unique[/I] number within a pet's ID
[0] - This Defines what evolution you are at, currently only a total of 3 are availble 0 = No Evolution  1 = 1st Evolution and 2 = 2nd Evolution

That is why we need the following 6 IDs for the saintbear
1071860 - Normal No Evolution
1071861 - Normal 1st Evo
1071862 - Normal 2nd Evo
1079860 - Thunder No Evo
1079861 - Thunder 1st Evo
1079862 - Thunder 2nd Evo
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(As highlighted by the red box)

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Now you will notice they all have 2 entries, With 2 Different values.
(As highlighted by the Red and Blue Boxes)

The Redbox area is the star values.
Explanation
10-24 - Means 10* Minimum and 24* Maximum. So if your mount is 9* you will not qualify for this type of mounting. But if it is 12* you will qualify, but finally if your mount is 25* it will not qualify again to this type. (Note: if there is no qualification for the mount it will not successfuly mount)

The Bluebox area is the "Mount.ini ID" , it's like a lookface.

So we want to add another "Mount.ini ID/Lookface" to our Saintbear.
I made it so the star values were:
10-24=4001
25-49=4002
50-9999=4003

As per image (please note I screwed up the image so it says 25-50 instead)
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Now Save MountType.ini -> then Close
Open "Mount.ini" (we need to add the new "Lookface" to it.

Do a search for 4001 (this is the saints first look)
(As per highlighted)
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Now you should see both 4001 and 4002 below it. (as per image)
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We want to add 4003 so write the following below 4002 (as per image)
Code:
[4003]
Part=1
Mesh0=804003
Texture0=804003
MixTex0=0
MixOpt=0
Asb0=0
Adb=0
Material0=default
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The blue box shows you the 2 Next important inputs.
We have Mesh0=804003 and Texture0=804003.
Mesh0 - Connects us to 3dObj.ini
Texture0 - Connects us to 3dTexture.ini

Save "Mount.ini" -> close
Open "3dObj.ini"

Goto the very bottom of the file (this means if the entry exists it will use your new one)
and input the following:
Code:
804003=c3/Horse/804003/1.C3
Explained Here if needed:
Code:
804003=c3/Horse/804003/1.c3 - Tells the client where to find the mesh for that 3dObj.ini "ID" it doesn't have to be exact like I wrote. The name of the file could be anything and could be anywhere. You could name it bob.c3 aslong as you give it the right path/name and of course the right .c3 file (or it will look wierd)
This is the same for 3dtexture.ini
(as Per image)
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Save 3dObj.ini -> Close
Open "3dTexture.ini"

Now we just do pretty much the same as we did for 3dObj.ini.
Input the following at the bottom of the file:
Code:
804003=c3/texture/804003.dds
(as per image)
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Now Save 3dtexture.ini -> close

FINISH

--------------------------------------------------------------------------
Notes:
Funny how TQ bring this idea out a couple months after I asked people in ACME to design 3rd Stage mounts...

For those that wish to know connections between the above edited files look to the image:
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X= Minimum Star
Y= Maximum Star
[mountID] = Unique ID for Mount.ini
W = Unique ID for 3dTexture.ini
Z = Unique ID for 3dObj.ini


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07/11/2009 06:06 Necron33#2
1 thing for your funhacker,
Isn't the files SO self-explaining, i wonder how someone that can't understand a simple thing like that and wants to operate a server :).
Thanks for this #1 thank :D.
07/11/2009 06:15 connorbacon99#3
Once again good work :)
07/11/2009 07:57 hio77#4
very nice funhacker....

@necron maybe not everyone can see that ...


EDIT:

i just noticed funhacker missed the .jpg off a few images so heres the corrected part :D .....

@funhacker might wanna fix that bit up :D

Quote:
Originally Posted by funhacker View Post

Code:
All pets are made up of a pattern [107][1][86][0] tells us a few things.
[107] - This tells the game it is a "Pet"
[1] - This tells the game the Pet is of [I]Normal[/I] race - It can only otherwise be 9 which tells the game it is [I]Thunder[/I]
[86] - This defines what Pet we are using, this is the only [I]unique[/I] number within a pet's ID
[0] - This Defines what evolution you are at, currently only a total of 3 are availble 0 = No Evolution  1 = 1st Evolution and 2 = 2nd Evolution

That is why we need the following 6 IDs for the saintbear
1071860 - Normal No Evolution
1071861 - Normal 1st Evo
1071862 - Normal 2nd Evo
1079860 - Thunder No Evo
1079861 - Thunder 1st Evo
1079862 - Thunder 2nd Evo
[Only registered and activated users can see links. Click Here To Register...] <--- this was missing
(As highlighted by the red box)

[Only registered and activated users can see links. Click Here To Register...] <--- this was missing
Now you will notice they all have 2 entries, With 2 Different values.
(As highlighted by the Red and Blue Boxes)

The Redbox area is the star values.
07/11/2009 15:47 funhacker#5
Quote:
Originally Posted by hio77 View Post
very nice funhacker....

@necron maybe not everyone can see that ...


EDIT:

i just noticed funhacker missed the .jpg off a few images so heres the corrected part :D .....

@funhacker might wanna fix that bit up :D
thanks for that i messed up the image links xD
07/12/2009 10:30 hio77#6
Quote:
Originally Posted by funhacker View Post
thanks for that i messed up the image links xD
np :D .... you X2 posted as well :rolleyes::rolleyes::rolleyes::rolleyes::rolleyes: :rolleyes:
07/14/2009 04:49 sandolkakos#7
thanks for this guide funhacker ;)
07/17/2009 02:02 connorbacon99#8
solved :)