For that you will need to use entities.blk file.
You can create text file and then change file type to blk or just copy and paste scene.blk file.
Probably not very possible to freely edit color, but you can edit textures.
Code example:
test_colt_walker_gun{
_extends:t="colt_walker_gun"
item__weapTemplate:t="test_colt_walker_gun"
item__template:t="test_colt_walker_gun_item"
"animchar__objTexReplace:object"{
"western_weapon_handgun_a_tex_d*":t="ger_camo_winter_grey*"
"western_weapon_handgun_a_tex_n*":t="western_weapon_handgun_a_tex_n*"
}
}
test_colt_walker_gun_item{
_extends:t="colt_walker_gun_item"
item__weapTemplate:t="test_colt_walker_gun"
item__template:t="test_colt_walker_gun_item"
"animchar__objTexReplace:object"{
"western_weapon_handgun_a_tex_d*":t="ger_camo_winter_grey*"
"western_weapon_handgun_a_tex_n*":t="western_weapon_handgun_a_tex_n*"
}
}
New version of colt walker weapon. It now have silver color (sadly, but it affect to all weapon). For change weapon textures you will need to add and edit “animchar__objTexReplace:object”{}. Currently time… Probably you unable add new textures. Only use these that already in game (check dxp.bin files, open them by txt editor). Some textures you can use from old forum post made by ErikaKalkbrenner.
ak_103_gun{
_override:b=yes
"attach_decorators__entities:list<eid>"{
}
"attach_decorators__templates:array"{
"attach_decorators__templates:object"{
relativeTm:m=[[1,0,0][0,1,0][0,0,1][0,0.0,0]]
template:t="ak_103_gun_item+item_in_world"
nodeName:t="bullet"
}
"attach_decorators__templates:object"{
relativeTm:m=[[1,0,0][0,1,0][0,0,1][0,0.0,0]]
template:t="ak_103_gun_item+item_in_world"
nodeName:t="gunFx_main"
}
}
}
AK-103 with two attached AK-103. For some reasons… Player model and weapon will always visible in first person view. I don’t know how to fix it.
Need to add
“attach_decorators__entities:list”{ } if you want to make
“attach_decorators__templates:array”{} works fine. Inside
attach_decorators__templates you can add these properties:
template,
nodeName and
transform.
-
1 property contains info about entity. You can use any entities that you see in Create Entity.
-
2 property contains info about where to attach your template. You can find some names in Properties Panel menu (use Find Entity to find your gun).
But not all node that you see there may works.
-
3 property allow you a bit rotate/scale/move this template. First three boxes affect to rotate and scale. Latest box affect to entity position in world.
If you want to change weapon that already in game then don’t forgot to add _override:b=yes.
colt_walker_gun{
_override:b=yes
"animchar__objTexReplace:object"{
"western_weapon_handgun_a_tex_d*":t="ger_camo_winter_grey*"
"western_weapon_handgun_a_tex_n*":t="western_weapon_handgun_a_tex_n*"
}
}
If you want to add new rendinst as a separate entity then you need to write it in entities.blk.
Some code example:
myNewRendinst{
_extends:t="game_rendinst_decor"
ri_extra__name:t="normandy_bunker_a102_walls"
}
As how you can note… _extends:t= contains info about other entities. And you add code to your new custom entity. ri_extra__name:t= and some other lines are propertes that you can see in Properties Panel.