Fuji Posted May 22, 2015 Share Posted May 22, 2015 First and foremost, backup the file "zombie/core/skinnedmodel/ModelManager.class". Put it somewhere safe.Next you'll need a model with texture in their appropriate "media" folders. I won't explain how to model for PZ here, but Jab's blender converter should help http://theindiestone.com/forums/index.php/topic/12864-blender-3d-model-import-export-scripts-274-wip/Now find and download a utility which can view and edit Java bytecode. I use http://set.ee/jbe/ but there are definately others. Open JBE, and find the file we made a backup of earlier and open it.In the sidebar, open the "Methods" folder, "create", and click on "Code"You should see a long list of commands in the main window. Choose "Code Editor" and scroll to the part of the code mentioning model names.The method call to load a model looks like this:aload_0ldc "weapons_model"ldc "Objects_texture"invokespecial zombie/core...etcpopJust find one of the existing blocks, and copy it, then replace the model/texture name. Note that the model MUST begin with "weapons_".Save the method.Your model is now available for use in item scripts. "WeaponSprite" tags will be the model name without "weapons_". Suomiboi, Svarog, Jonientz and 2 others 5 Link to comment Share on other sites More sharing options...
migulao Posted May 22, 2015 Share Posted May 22, 2015 Do I get a Mona Lisa Painting melee weapon now? Link to comment Share on other sites More sharing options...
fluffe9911 Posted May 22, 2015 Share Posted May 22, 2015 Yes Yes You Do lol Link to comment Share on other sites More sharing options...
WolfeClaw Posted May 23, 2015 Share Posted May 23, 2015 I should probably sort out those download links for my models... Link to comment Share on other sites More sharing options...
lorneagle Posted May 25, 2015 Share Posted May 25, 2015 This post made my god damn day... awesome Fuji, thank you so much. Link to comment Share on other sites More sharing options...
tommysticks Posted May 25, 2015 Share Posted May 25, 2015 Holy fuck.You, sir, are a King. The internet belongs to you today. Link to comment Share on other sites More sharing options...
Svarog Posted May 25, 2015 Share Posted May 25, 2015 Well, here's something everyone was looking forward to, I'm now more hyped to see all the new models that will come to PZ through mods than I am about the new Build. Jonientz 1 Link to comment Share on other sites More sharing options...
blackteapie Posted May 29, 2015 Share Posted May 29, 2015 So, is this working for a mod? Or we have to modified the actual game? Link to comment Share on other sites More sharing options...
tommysticks Posted May 29, 2015 Share Posted May 29, 2015 So, is this working for a mod? Or we have to modified the actual game?I will let you know tonight. I am in the process of updating my mod. Link to comment Share on other sites More sharing options...
Realmkeeper Posted May 29, 2015 Share Posted May 29, 2015 The only issue I can already see with this, is that it is a direct violation of the PZLicense (included in your gamefiles), and may result in some sort of responsive action from the Devs (unlikely, but not impossible). Link to comment Share on other sites More sharing options...
Fuji Posted May 29, 2015 Author Share Posted May 29, 2015 The only issue I can already see with this, is that it is a direct violation of the PZLicense (included in your gamefiles), and may result in some sort of responsive action from the Devs (unlikely, but not impossible).According to the Modding rules posted on the forum, I can edit whatever I want as long as it doesn't harm the users computer. Link to comment Share on other sites More sharing options...
Realmkeeper Posted May 29, 2015 Share Posted May 29, 2015  The only issue I can already see with this, is that it is a direct violation of the PZLicense (included in your gamefiles), and may result in some sort of responsive action from the Devs (unlikely, but not impossible).According to the Modding rules posted on the forum, I can edit whatever I want as long as it doesn't harm the users computer. True, I never read the modding exceptions (until now!) Although, legally, the license would overrule the modding conditions, because it is distributed with the game itself, whereas the modding rules are only found here on the Forums (and not required to be viewed and accepted before playing, or 'using' the software [in a similar manner to the IWBUMS steam branch]). The part(s) of the license being breached would be (a) and (b)  Restrictions. Licensee may not without expressed permission from The Indie Stone, and may not permit others to: (a) reverse engineer, decompile, decode, decrypt, disassemble, or in any way derive source code from, the Software; (b) modify, translate, adapt, alter, or create derivative works from the Software using decompiled source code; TIS might want to make a change, or a clearer stance on these terms - because as it stands (I believe) you could modify the source code to give yourself any kind of advantage over others in multiplayer, and be fair use by the 'modding rules and guidelines' even though you're directly contradicting the PZLicense itself. Conversely, someone (like yourself) could make changes and be confronted with a breach of the PZLicense, thinking you were safely covered by the (undistributed) modding rules. Link to comment Share on other sites More sharing options...
Fuji Posted May 29, 2015 Author Share Posted May 29, 2015 The only issue I can already see with this, is that it is a direct violation of the PZLicense (included in your gamefiles), and may result in some sort of responsive action from the Devs (unlikely, but not impossible).According to the Modding rules posted on the forum, I can edit whatever I want as long as it doesn't harm the users computer.True, I never read the modding exceptions (until now!)Although, legally, the license would overrule the modding conditions, because it is distributed with the game itself, whereas the modding rules are only found here on the Forums (and not required to be viewed and accepted before playing, or 'using' the software [in a similar manner to the IWBUMS steam branch]).The part(s) of the license being breached would be (a) and (b)Restrictions. Licensee may not without expressed permission from The Indie Stone, and may not permit others to:(a) reverse engineer, decompile, decode, decrypt, disassemble, or in any way derive source code from, the Software;(b) modify, translate, adapt, alter, or create derivative works from the Software using decompiled source code;TIS might want to make a change, or a clearer stance on these terms - because as it stands (I believe) you could modify the source code to give yourself any kind of advantage over others in multiplayer, and be fair use by the 'modding rules and guidelines' even though you're directly contradicting the PZLicense itself. Conversely, someone (like yourself) could make changes and be confronted with a breach of the PZLicense, thinking you were safely covered by the (undistributed) modding rules.Truthfully, though, cheating in a multiplayer game isn't strictly illegal. (Otherwise Hasbro would have free reign to sue me for every Monopoly game I've ever played.)But regardless, by the way the terms are worded, they're more geared toward stopping people from stealing parts of their game for their own projects.Technically, I'm not breaching anything anyway, as I'm editing existing, already compiled code which stays where it is, and therefore is simply a modification, and not derivative software. Link to comment Share on other sites More sharing options...
tommysticks Posted May 29, 2015 Share Posted May 29, 2015 So, is this working for a mod? Or we have to modified the actual game?I haven't been able to make it work as a mod yet.  >stuff<Have you been able to make it work as a mod Fuji? Link to comment Share on other sites More sharing options...
Fuji Posted May 29, 2015 Author Share Posted May 29, 2015 So, is this working for a mod? Or we have to modified the actual game?I haven't been able to make it work as a mod yet.>stuff<Have you been able to make it work as a mod Fuji?Yep, but only if you replace the original file. I've been working with ORMtnMan and a few others on replacing all of the models in his mod.The only downside is two mods will be incompatable unless you open up the class and paste in the model definitions from the other mod(s)If someone wants to do it, a public model resource collection and the requisite ModelManager could solve that. Models are small enough (a few MBs at most) that people could just download every model from every mod and there wouldn't be any need for regular players to mess around with files. DIrtbag 1 Link to comment Share on other sites More sharing options...
Reblar Posted May 30, 2015 Share Posted May 30, 2015 Question, is this only possible with weapons or could you make new clothing a possibility also? Link to comment Share on other sites More sharing options...
Fuji Posted May 30, 2015 Author Share Posted May 30, 2015 Question, is this only possible with weapons or could you make new clothing a possibility also?Weapons only, unfortunately. Clothing models reference the Characters texturepack, which is full of .dds files that, unless I missed something, no one's managed to crack to any degree at which they can be reassembled.I tried just changing how models are loaded in the code, but everything dealing with character sprites tends toward spaghetti. Jab 1 Link to comment Share on other sites More sharing options...
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