Change Appearance of Monster?

02/14/2010 00:06 kill3ra#1
I want to make spawn hack a bit less laggy. I read on some threads here that it would be less laggy if you made the egos/hatchlings look like a simpler monster, like a blaverus.

What I've tried so far:

I went to 2MOONS\data\share\action\monster

Edited the reiden_ego.act.2731.csv file, changing B-3 (Skeleton) from Monster\reiden.skel to Monster\blaberus.skel

That just made the ego's in Crespo A look really weird and low quality, but still big with their special effects around them.

I then went to 2MOONS\data\share\creature and opened monster.csv and changed AC-373 (ShapeInfo) from Evid_reiden to blaberus

Now in Crespo A the ego's are mostly invisible, but have the wings and stuff still and are still laggy and big.


Does anyone know a proven method to changing the appearance of a monster to look like another?
02/14/2010 00:21 PureEnergy3#2
I know it's do-able
But not sure of the methord of the top of my head
And im not unpacked atm
I'll get back to you tho if noone else can come and shed some light
02/14/2010 01:12 skabed#3
I think I got what's the problem there.
When you change
Code:
Monster\reiden.skel
to
Code:
Monster\blaberus.skel
you're increasing the size of the file (by 2 characters exactly). That can be the reason your edit fails. Try to replace 2 (just 2, no more, no less) zeros that look like this (when opened with wordpad)

Code:
0,BLOCKED,0,Monster\reiden\reiden_blocked.anim,10,1,1[COLOR="Red"],0,0,0,0,0,0,0,0[/COLOR]
So the new line would look like this:
Code:
0,BLOCKED,0,Monster\reiden\reiden_blocked.anim,10,1,1,[COLOR="Red"]0,0,0,0,0,,,0[/COLOR]
Well, I apologize for my bad english, if you didn't understand anything from this mini-tut, pls tell me. Note that I didn't tryed to make this work so idk if that's the error, is just a idea i had.
02/14/2010 23:26 kill3ra#4
Quote:
Originally Posted by skabed View Post
I think I got what's the problem there.
When you change
Code:
Monster\reiden.skel
to
Code:
Monster\blaberus.skel
you're increasing the size of the file (by 2 characters exactly). That can be the reason your edit fails. Try to replace 2 (just 2, no more, no less) zeros that look like this (when opened with wordpad)

Code:
0,BLOCKED,0,Monster\reiden\reiden_blocked.anim,10,1,1[COLOR="Red"],0,0,0,0,0,0,0,0[/COLOR]
So the new line would look like this:
Code:
0,BLOCKED,0,Monster\reiden\reiden_blocked.anim,10,1,1,[COLOR="Red"]0,0,0,0,0,,,0[/COLOR]
Well, I apologize for my bad english, if you didn't understand anything from this mini-tut, pls tell me. Note that I didn't tryed to make this work so idk if that's the error, is just a idea i had.
Since I am using CRC bypass, I don't think it really matters how long the bytes are in my files. For instance, I don't match byte lengths in any of my VAC files.

So... I decided to try to just make the egos not animated, so I changed everything in the 2MOONS\data\share\action\monster\reiden_ego.act.27 31.csv file under the Animation column to Monster\reiden\reiden_stand.anim

And then I changed all of the parameters in the rest of the file to 0.

This failed, lol, all of the egos were completely frozen in place where they spawned.

Back to the drawing board -.-
02/14/2010 23:30 skabed#5
Ermm, when editing a csv file there's always the golden rule of not changing the bytes lenght of a file. Never.
This is probably what you are doing wrong.
Also, first try to do this with another mob, so you don't need to expend 300k and more time to do it.
02/14/2010 23:48 kill3ra#6
the only reason to worry about byte length is getting invalid client. You used to be able to bypass the CRC check by keeping byte lengths the same, by removing 0's when you added other numbers. That is the only reason. The game loads the CSV's perfectly fine no matter their size. Size only affects CRC checks.

I do agree I should test it with an easier to access monster, it's just annoying waiting for the game to load every time with the slow CRC bypass.

And for example, for Autopots, I changed the 1's to 17's and the 2's to 18's and I didn't cancel out any other bytes to make it even, and autopots work perfectly.
02/14/2010 23:49 PureEnergy3#7
Quote:
Originally Posted by skabed View Post
Ermm, when editing a csv file there's always the golden rule of not changing the bytes lenght of a file. Never.
This is probably what you are doing wrong.
Also, first try to do this with another mob, so you don't need to expend 300k and more time to do it.
Doesn't matter in csv's can be 100 bytes from 10 bytes
Only matters in data packs (Because it reads data via using offsets)
Csv's just read's the file.....Doesn't matter how big it is
Quote:
Originally Posted by kill3ra View Post
Size only affects CRC checks.
Nope even if you kept the same size the check sum would be diffrent
02/15/2010 05:56 playboyx#8
hope you all figure a way to do this and make a TUT for it. i been asking the same question for month but no answer and luck . a lot of people say you can and they positive about it but in the end even they don't know how =) wish you the best luck to solve this problem
02/15/2010 08:55 kill3ra#9
Well I think I got it. I was testing with Algols. Pretty funny looking :)

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02/15/2010 12:34 playboyx#10
that heller cool now can you try laiden ego ? make a TUT teach us all =)
02/15/2010 16:00 skabed#11
Ok I found how to do it, and I released it.
Check this thread:
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02/15/2010 21:41 nildesita#12
haha nicely done