How to create a custom force power
How to Create a Custom Force Power (by tk102, Darth333, and svösh)
Basically a Force Power is just another way to execute a script in the game with some casting animations. It's recommended that you write your own script rather than trying to customize the k_inc_force.nss. That .nss is a good place to see examples of how the existing force powers work, along with saving throws and resistances.
Writing Your Custom Script
Not covered here.
beancounter describes how to make a buff up force power in this thread.
Creating Your Custom Icon
First thing open up you paint program, I will be using Photoshop for
this, because it’s the industry standard and nothing beats it. All
cuts I use are for Photoshop it’s possible they work in psp as it has
copied most of Photoshop’s functionality.
Ok first thing open Kt > ERF’s > swpc_tex_gui.erf most force power
icons and feats are in the I dir\
Ok find a few icons that could work for your force power the object
here is to make an icon that fits in with the game and depicts your
function so lets get started. We start with a default so you don’t have
to mess around with image size and what better way to learn to do
something then look at the originals, I strongly suggest looking at the
alpha channel as well this hill help you understand how they work.
> Black is transparent and white opaque on the alpha channel
So save some of the icons to a new dir\ or to your desktop by hitting
the write file button
Now back to your paint program.
1. file >open > desktop and open your image or images.
2. Copy the first layer by hitting ctrl +j (duplicate your layer) keep
original layer safe and any others that you are about to make a drastic
changes to -- while making your icon it will save you headaches latter
3. Make a new layer solid black paint using bucket fill. Grab the layer
layers pallet and drag it down between the "background" and background
copy. Now with the solid black as a separator, we are ready to begin.
4. Go back to you background copy layer and start editing it -- be
creative and innovative. Cut the original out so that all that remains
is your focal design. If your original design has solid background fill
an easy way to cut it away is use the wand tool. Press W on the
keyboard and click the background of the layer. All pixels the same colour are
selected. Now ctrl +x to cut them away. If it’s a busy background then
using the selection lasso will suit you better. Use the straight-lined
lasso clicking at every curve to cut away the background fast. When the
selection is closed hit shift + ctrl + I (invert selection ) to cut
away the bg, not the main design.
5. Now in this case lets say you have a design that is red and you want
to be a light side power. Ctrl + click the thumbnail Icon of the layer
and you will see an instant selection only around the design. This is
the reason we just cut it out. Now hit ctrl + u (hue /saturation ). Use
the eyedropper tool from the hue saturation window to select the red.
Now use the top slider to change all the red to blue. (Use another
light side icon to match colour tones.) Once you happy with it hit ok
you have your blue icon. On to the last step...
6. Make your new alpha channel with the selection still active on you
new blue icon layer. Do this by going to > selection drop down and
choosing save selection. Don’t name it, just hit ok. Now go to the channel
palette that is behind the layers palette. At the bottom of the
channels you should see your new channel. Now delete the original alpha
channel and rename yours to alpha1 .
7. Duplicate you image by right clicking the title bar of your canvas
and choosing > duplicate image save the original as ???.psd to fix any
want later on, and flatten the copy make sure you only have the one
alpha channel save it as (name of your force power= blahblah)
ip_blahblah.tga at 32 bit with alpha channel.
Testing Your Force Power
The easiest way to test your force power is to use the KotOR Savegame Editor to grant the force power to your character. To do this, first copy your modified spells.2da and your compiled script and your custom icon to override folder. Then launch KSE v1.4.1 and browse to a savegame for modification. Select your characters' force powers on the left side and make sure the "Show All Force Powers" checkbox is checked on the right pane. You should now be able to see your newly added Force power listed as you typed it in the Label field of spells.2da. Grant it your character. Hit Apply and Commit Changes. Then launch the game and go try it out.
You may find that you need to fix the script, since no one gets it right on the first try. No problem, just fix it, recompile and put it into the override. You can even do this while the game is still running.
Re: How to create a custom force power
Here is another method i use to test the FP and to see how the whole thing looks in the level up screen: I use KSE to add the required number of experience points to level up to the proper level (you can't do that with a lvl 20 character) and then select the FP.
|All times are GMT -4. The time now is 01:30 PM.|
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.
LFNetwork, LLC ©2002-2011 - All rights reserved.