Files Being Edited:
Code:
3dTexture.ini 3dObj.ini Mount.ini MountType.ini
Finding the "ID" of the Saintbear easiest way for you is searching within your Eudbook.ini
First we Search for "SaintBear"
Now we have the line. (As highlighted by the red box)
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"
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
(As highlighted by the red box)
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)
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)
Now you should see both 4001 and 4002 below it. (as per image)
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
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
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
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
Now Save 3dtexture.ini -> close
FINISH
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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:
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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