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Thread: Additional Zombie Parts Assets in T2

  1. #1
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015

    Additional Zombie Parts Assets in T2

    Did you ever notice zombie parts in T2fix 1.27? Jax64 digged in RES/object and found nice looking zombie part assets and applied them in a gamesys.dml.
    I liked this, so I was thinking about a dml to change zombie parts - but without additional object creation as the gamesys.dml in T2fix does.


    Here's my effort as demo mission (just a cow). The gamesys.dml is included, renamed to dark.gam.dml
    Another forgotten model will be shown: The dangerous LOGBEAST!! Beware of the dangerous LOGBEAST!!

    https://www.mediafire.com/file/padc3...rtsT2.zip/file

    Notes:

    -You can use this dml for FM creation at any time in building process of a FM.
    -Known issues: Object model will change when a earth stim intensity will be received. This works mostly, but not on huge mixed zombie hordes with all three zombie types.
    If you throw flashbombs in mixed zombie bulks, my change model system might not work correctly. In this case, Jax64 setup is better.
    -A helper object will be created if a zombie will be destroyed. The objects are bloodstrains (bloodstrain1-3), which will vanish after some time. If you do not like this, there are invisible
    helper objects already created in the gamesys.dml (bloodstrain1a, 2a, 3a) which can replace the other helper objects. To change this, just rename the object creation receptron of the zombie types.

    Installation:
    1. First step: load the dml with command: dbmod_load for loading dmls even with cows or edit dromed.cfg and add this line at the bottom: "apply_dbmods 1" (without quotes)
    2. If "apply_dbmods 1" will be added: A gamesys.dml requires a gam, cow won't work. So save your mission as mis and gam. After installing the dml, you can save it as cow (or mis+gam) again. The content of the dml will be saved.
    3. Rename the dml as you like. Same name as the gam you are using.
    An example: Install the super zombie mission "Brawl in the Tombs". Put the gamesys.dml into the FM folder and rename
    it to "JohnD.gam.dml". His gamesys is "JohnD.gam". Understood? Load the mission, jump to object 487 and have some fun with a noise arrow.
    4. You can put the gamesys dml in the root folder or in a FM folder.


    dml code again. Save it a txt file and rename it as "mygam.gam.dml"

    Code:
    DML1//Create Custom Zombie Part Assets in T2//mygam.gam.dml
    
    //Helper Objects
    //Bloodtrail1
    
    CreateArch "bloodstain" "bloodtrail1a"
    {
    +ObjProp "ModelName"
    {
        "" "blsplat2"
    }
    
    // Renderer->Render Type
    +ObjProp "RenderType"
    {
        "" "Not Rendered"
    }
    }
    +StimSource "bloodtrail1" "EarthStim"
    {
        Intensity 2
    
    
        Propagator "Radius"
        {
            Life
            {
                "Flags" "Destroy Object on Completion"
                "Period" 5000
                "Max Firings" 1
                "Intensity Slope" 0.00
            }
    
    
            Shape
            {
                "Radius" 20.00
                "Flags" "[None]"
                "Dispersion" "None"
            }
        }
    }
    
    
    //Bloodtrail2
    
    
    CreateArch "bloodstain" "bloodtrail2a"
    {
    +ObjProp "ModelName"
    {
        "" "blsplat2"
    }
    
    
    // Renderer->Render Type
    +ObjProp "RenderType"
    {
        "" "Not Rendered"
    }
    }
    +StimSource "bloodtrail2" "EarthStim"
    {
        Intensity 4
    
    
        Propagator "Radius"
        {
            Life
            {
                "Flags" "Destroy Object on Completion"
                "Period" 5000
                "Max Firings" 1
                "Intensity Slope" 0.00
            }
    
    
            Shape
            {
                "Radius" 20.00
                "Flags" "[None]"
                "Dispersion" "None"
            }
        }
    }
    //bloodtrail3
    
    
    CreateArch "bloodstain" "bloodtrail3a"
    {
    +ObjProp "ModelName"
    {
        "" "blsplat2"
    }
    
    
    // Renderer->Render Type
    +ObjProp "RenderType"
    {
        "" "Not Rendered"
    }
    }
    +StimSource "bloodtrail3" "EarthStim"
    {
        Intensity 6
    
    
        Propagator "Radius"
        {
            Life
            {
                "Flags" "Destroy Object on Completion"
                "Period" 5000
                "Max Firings" 1
                "Intensity Slope" 0.00
            }
    
    
            Shape
            {
                "Radius" 20.00
                "Flags" "[None]"
                "Dispersion" "None"
            }
        }
    }
    
    
    
    
    //Metaproperties
    
    
    CreateArch "MetaProperty" "ZombiePing"
    
    
    CreateArch "ZombiePing" "Z-Zombie"
    
    
    CreateArch "ZombiePing" "Z-FemZombie"
    
    
    CreateArch "ZombiePing" "Z-FreshZombie"
    
    
    CreateArch "Z-Zombie" "Z-ZombieNull"
    
    
    
    
    +Receptron "Z-ZombieNull" "EarthStim"
    {
        Min 3
        Max 5
    
    
        Target Me
    
    
        Effect "destroy_obj"
    }
    
    
    CreateArch "Z-FemZombie" "Z-FemZombieNull"
    
    
    +Receptron "Z-FemZombieNull" "EarthStim"
    {
        Min 1
        Max 3
    
    
        Target Me
    
    
        Effect "destroy_obj"
    }
    
    
    CreateArch "Z-FreshZombie" "Z-FreshZombieNull"
    
    
    +Receptron "Z-FemZombieNull" "EarthStim"
    {
        Min 5
        Max 7
    
    
        Target Me
    
    
        Effect "destroy_obj"
    }
    
    
    //Zombie emit helper object//check "target" gamesys numbers:
    // bloodtrail1a for Zombie
    // bloodtrail2a for FemZombie
    // bloodtrail3a for FreshZombie
    //is always the same in dark.gam but might be different in a custom gamesys
    
    
    
    
    
    
    +Receptron "Zombie" "FireStim"
    {
        Min None
        Max None
    
    
        Target -2371
        Agent Me
    
    
        Effect "create_obj"
        {
            "Position" 0.00, 1.00, 0.00
            "Heading" 0.00
            "Pitch" 0.00
            "Bank" 0.00
        }
    }
    
    
    +Receptron "Zombie" "LightBright"
    {
        Min None
        Max None
    
    
        Target -2371
        Agent Me
    
    
        Effect "create_obj"
        {
            "Position" 0.00, 1.00, 0.00
            "Heading" 0.00
            "Pitch" 0.00
            "Bank" 0.00
        }
    }
    
    
    +Receptron "Zombie" "HolyStim"
    {
        Min None
        Max None
    
    
        Target -2371
        Agent Me
    
    
        Effect "create_obj"
        {
            "Position" 0.00, 1.00, 0.00
            "Heading" 0.00
            "Pitch" 0.00
            "Bank" 0.00
        }
    }
    
    
    +Receptron "FreshZombie" "FireStim"
    {
        Min None
        Max None
    
    
        Target -2267
        Agent Me
    
    
        Effect "create_obj"
        {
            "Position" 0.00, 1.00, 0.00
            "Heading" 0.00
            "Pitch" 0.00
            "Bank" 0.00
        }
    }
    
    
    +Receptron "FreshZombie" "LightBright"
    {
        Min None
        Max None
    
    
        Target -2267
        Agent Me
    
    
        Effect "create_obj"
        {
            "Position" 0.00, 1.00, 0.00
            "Heading" 0.00
            "Pitch" 0.00
            "Bank" 0.00
        }
    }
    
    
    +Receptron "FreshZombie" "HolyStim"
    {
        Min None
        Max None
    
    
        Target -2267
        Agent Me
    
    
        Effect "create_obj"
        {
            "Position" 0.00, 1.00, 0.00
            "Heading" 0.00
            "Pitch" 0.00
            "Bank" 0.00
        }
    }
    
    
    +Receptron "FemZombie" "FireStim"
    {
        Min None
        Max None
    
    
        Target -2370
        Agent Me
    
    
        Effect "create_obj"
        {
            "Position" 0.00, -1.00, 0.00
            "Heading" 0.00
            "Pitch" 0.00
            "Bank" 0.00
        }
    }
    
    
    +Receptron "FemZombie" "LightBright"
    {
        Min None
        Max None
    
    
        Target -2370
        Agent Me
    
    
        Effect "create_obj"
        {
            "Position" 0.00, -1.00, 0.00
            "Heading" 0.00
            "Pitch" 0.00
            "Bank" 0.00
        }
    }
    
    
    +Receptron "FemZombie" "HolyStim"
    {
        Min None
        Max None
    
    
        Target -2370
        Agent Me
    
    
        Effect "create_obj"
        {
            "Position" 0.00, -1.00, 0.00
            "Heading" 0.00
            "Pitch" 0.00
            "Bank" 0.00
        }
    }
    
    
    
    
    
    
    //Zombie Parts and rest axis
    
    
    +ObjProp "ZomTorso" "PhysAttr"
    {
        "Gravity %" 100.00
        "Mass" 55.00
        "Density" 1.00
        "Elasticity" 0.00
        "Base Friction" 0.00
        "COG Offset" 0.00, 0.00, 0.00
        "Climbable Sides" "[None]"
        "Flags" "[None]"
        "Rotation Axes" "X Axis, Y Axis, Z Axis"
        "Rest Axes" "+X Axis, +Z Axis, -X Axis, -Z Axis"
    }
    
    
    +ObjProp "ZomArm" "PhysAttr"
    {
        "Gravity %" 100.00
        "Mass" 30.00
        "Density" 1.00
        "Elasticity" 1.00
        "Base Friction" 0.00
        "COG Offset" 0.00, 0.00, 0.00
        "Climbable Sides" "[None]"
        "Flags" "[None]"
        "Rotation Axes" "X Axis, Y Axis, Z Axis"
        "Rest Axes" "+X Axis, -Y Axis"
    }
    
    
    //ZombieParts
    
    
    
    
    +Receptron "ZomHead" "EarthStim"
    {
        Min 1
        Max 3
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom2a"
        }
    }
    
    
    ++Receptron "ZomHead" "EarthStim"
    {
        Min 3
        Max 5
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom3a"
        }
    }
    
    
    ++Receptron "ZomHead" "EarthStim"
    {
        Min 5
        Max 7
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom1a"
        }
    }
    
    
    ++MetaProp "ZomArm" "Z-ZombieNull"
    
    
    ++MetaProp "ZomArm" "Z-FemZombienull"
    
    
    +Receptron "ZomArm" "EarthStim"
    {
        Min 5
        Max 7
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom1f"
        }
    }
    
    
    +Receptron "ZomArm+Hand" "EarthStim"
    {
        Min 1
        Max 3
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom2c"
        }
    }
    
    
    ++Receptron "ZomArm+Hand" "EarthStim"
    {
        Min 3
        Max 5
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom3c"
        }
    }
    
    
    ++Receptron "ZomArm+Hand" "EarthStim"
    {
        Min 5
        Max 7
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom1d"
        }
    }
    
    
    +MetaProp "ZomFoot" "Z-ZombieNull"
    
    
    ++MetaProp "ZomFoot" "Z-FemZombienull"
    
    
    ++Receptron "ZomFoot" "EarthStim"
    {
        Min 5
        Max 7
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom1f"
        }
    }
    
    
    +MetaProp "ZomHand" "Z-ZombieNull"
    
    
    ++Receptron "ZomHand" "EarthStim"
    {
        Min 5
        Max 7
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom1c"
        }
    }
    
    
    ++Receptron "ZomHand" "EarthStim"
    {
        Min 1
        Max 3
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom2d"
        }
    }
    
    
    +MetaProp "ZomLeg" "Z-FemZombienull"
    
    
    ++MetaProp "ZomLeg" "Z-FreshZombieNull"
    
    
    ++Receptron "ZomLeg" "EarthStim"
    {
        Min 3
        Max 5
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom3e"
        }
    }
    
    
    +Receptron "ZomLeg+Foot" "EarthStim"
    {
        Min 3
        Max 5
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom3f"
        }
    }
    
    
    ++Receptron "ZomLeg+Foot" "EarthStim"
    {
        Min 1
        Max 3
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom2e"
        }
    }
    
    
    ++Receptron "ZomLeg+Foot" "EarthStim"
    {
        Min 5
        Max 7
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom1f"
        }
    }
    
    
    +Receptron "ZomPelvis+Thigh" "EarthStim"
    {
        Min 1
        Max 3
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom2e"
        }
    }
    
    
    ++Receptron "ZomPelvis+Thigh" "EarthStim"
    {
        Min 3
        Max 5
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom3d"
        }
    }
    
    
    ++Receptron "ZomPelvis+Thigh" "EarthStim"
    {
        Min 5
        Max 7
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom1e"
        }
    }
    
    
    +Receptron "ZomTorso" "EarthStim"
    {
        Min 1
        Max 3
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom2b"
        }
    }
    
    
    ++Receptron "ZomTorso" "EarthStim"
    {
        Min 3
        Max 5
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom3b"
        }
    }
    
    
    ++Receptron "ZomTorso" "EarthStim"
    {
        Min 5
        Max 7
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom1b"
        }
    }
    
    
    +MetaProp "ZomUpperArm" "Z-FemZombienull"
    
    
    ++MetaProp "ZomUpperArm" "Z-FreshZombieNull"
    
    
    +Receptron "ZomUpperArm" "EarthStim"
    {
        Min 3
        Max 5
    
    
        Target Me
    
    
        Effect "set_model"
        {
            "Model Name" "zom3f"
        }
    }
    
    
    //other bloodtrails
    
    
    +StimSource "bloodtrail1a" "EarthStim"
    {
        Intensity 2
    
    
        Propagator "Radius"
        {
            Life
            {
                "Flags" "Destroy Object on Completion"
                "Period" 5000
                "Max Firings" 1
                "Intensity Slope" 0.00
            }
    
    
            Shape
            {
                "Radius" 20.00
                "Flags" "[None]"
                "Dispersion" "None"
            }
        }
    }
    
    
    +StimSource "bloodtrail2a" "EarthStim"
    {
        Intensity 4
    
    
        Propagator "Radius"
        {
            Life
            {
                "Flags" "Destroy Object on Completion"
                "Period" 5000
                "Max Firings" 1
                "Intensity Slope" 0.00
            }
    
    
            Shape
            {
                "Radius" 20.00
                "Flags" "[None]"
                "Dispersion" "None"
            }
        }
    }
    
    
    +StimSource "bloodtrail3a" "EarthStim"
    {
        Intensity 2
    
    
        Propagator "Radius"
        {
            Life
            {
                "Flags" "Destroy Object on Completion"
                "Period" 5000
                "Max Firings" 1
                "Intensity Slope" 0.00
            }
    
    
            Shape
            {
                "Radius" 20.00
                "Flags" "[None]"
                "Dispersion" "None"
            }
        }
    }
    Last edited by Unna Oertdottir; 8th Nov 2019 at 15:17.

  2. #2
    Member
    Registered: May 2002
    Location: Texas
    I'll have to check out those zombie parts. Are they better than the default zombie parts that appear when a zombie explodes?

  3. #3
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Much better.

  4. #4
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    Quote Originally Posted by Unna Oertdottir View Post
    1. First step: edit dromed.cfg and add this line at the bottom: "apply_dbmods 1" (without quotes)
    2. A gamesys.dml requires a gam, cow won't work. So save your mission as mis and gam. After installing the dml, you can save it as cow (or mis+gam) again. The content of the dml will be saved.
    Thank you for doing this guide, but the above two steps are unnecessary, and could cause problems if people forget to turn off that config setting.

    It's far better to just go to File > Load DBMod (command: dbmod_load. The DML can then have any name, and it can be loaded into a .cow file.

  5. #5
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Thanks for the heads-up. I didn't even know this.
    Added the informations.

  6. #6
    Zombified
    Registered: Sep 2004
    yes, apply_dbmods 1 should be used with extreme care - accidentally saving a bunch of dmls into your map or gamesys and only realizing (much) later is best avoided.

    checking the console after a dml load is also a good idea - any issues (like props not applied correctly) will be displayed there.
    Last edited by voodoo47; 9th Nov 2019 at 14:35.

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