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Author Topic: tissues, organic metaloids, ractions, and body parts.  (Read 6349 times)

Talik

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tissues, organic metaloids, ractions, and body parts.
« on: March 27, 2014, 07:37:15 pm »

I need help figuring out how to edit tissues, body parts, doing reactions of any kind, and giving creatures metal body parts. I dont even know where to start, but heres a list of my objectives that come to mind.
1) how to give creatures metal scales.
2) How to add new kinds of body parts and define them.
3) how to give certain body parts certain requirements
4) How to create body templates
5) How to cause reactions to happen between different materials
6) How to create new organic materials to be used for creatures
7) how to give body parts unique abilities.

I dont know enough to explain what I need to know more than this. So, if anybody could help me figure out how this works, twould be appreciated.
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #1 on: March 27, 2014, 08:42:18 pm »

  • Create a tissue that uses a Metal as a MATERIAL (see example 1.)
  • Look in "body_standard.txt" for examples on how to make your own parts
  • I need more information on this, what do you mean: "give certain body parts certain requirements"?
  • Body Templates? You mean a BDP?
  • Reactions like Take item A and B to produce C? or are you talking about Material A touches Material B = Effect? First one I can help with, second I think DFHack is needed.
  • Easy just define a new material in the creature using a template [USE_MATERIAL_TEMPLATE:NEW_SKIN:SKIN_TEMPLATE] and you can customize it more by placing material tags below it [STATE_NAME][HEAT_DAM]etc.
  • Depends on what you are thinking about "unique" abilities, Like interactions that require it?(Look at IMP_FIRE in "creature_subterranean.txt" and how it's Hurl Fireball works) or you mean like how a snake bites and can inject venom or a nightwing/leetch bite sucks blood then that is a custom attack.

Spoiler: Example 1 (click to show/hide)
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #2 on: March 27, 2014, 09:38:09 pm »

1) Ok then, where exactly would I put that?
2) ok ill try that, but I still could use some help figuring it out...
3) I dont even remember... I think it was like how if you cut off a body part you will no longer be able to do something, like a wing which if you remove it you cant fly anymore.
4) um, I dont know. Probably. Like 'humanoid no legs' or 'humanoid six arms'
5)the one that doesnt require DFhack.
6) could you give me an example?
7) er, both probably. I thought they were the same thing.

something I have trouble with is even if I understand what the code is I dont understand where to put it.
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #3 on: March 27, 2014, 10:11:06 pm »

ok

1. Making a tissue in the creature (no tissue template) and then layering the tissue on with a BDP and manually (see Example 1)

2 + 4. These two questions are one and the same. You will create your "template" of a body, that has BPs (body parts). Then in a creature call it inside the [BODY:2LUNGS:2EYES:etc:etc] tag see (Example 2 for a bodypart and using in a creature)

3. Right now [FLIER] tag is a bit weird as far as I know, I think it ignores the fact that a FLIER body part was disabled/crippled, but the lose of over 50% of STANCE body parts prevents standing up, loss of a GRASP bodypart well lose that GRASPer, loss of or FUNCTIONAL tissue damage in a SIGHT bodypart loss of sight from it, loss of or FUCNTIONAL tissue damage in ALL THOUGHT bodyparts is instant death (unless creature does not need THOUGHT(will fall down) or NO THOUGHT for movement (can still stand)), damaged FUNCTIONAL tissues in a NERVOUS bodypart causes a chain reaction in current and connected bodyparts (why a broken upperspine causes suffocation)

Long explaination short, Different Tissue types affect different bodyparts differently, a damaged STRUCTURAL tissue in a STANCE,LIMB,GRASP,JOINT will cripple it and all children parts (broken lowerarm, useless hand) MUSCULAR tissues cut in the same mentioned tissues are the same as damaged STRUCTUAL, FUNCTIONAL tissues effect bodyparts like THOUGHT, NERVOUS, SIGHT, BREATHE. Also we know loss of a LOWERBODY or HEAD is instant death. hopefully this helps.

5. http://www.bay12forums.com/smf/index.php?topic=55259.msg3419616#msg3419616 some info in here might be a bit misleading, I was corrected farther in the thread.

6. see Example 3

7. attacks (---[SPECIALATTACK_INJECT_EXTRACT:material:LIQUID:100:100]---[SPECIALATTACK_INTERACTION:interaction]---[SPECIALATTACK_SUCK_BLOOD:100:100]---)
Attacks are directly connected to a bodypart(s) by TOKEN (RH right hand) by TYPE (GRASP hands) and CATEGORY(HAND hands) so loss of the bodypart prevents that attack (remove teeth, no bite attack, cut off hands no punching, etc etc)
interactions
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Hurl fireball]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:HAND] --- needs at least a bodypart categorized as HAND to use, lose this can't throw fireballs
      [CDI:FLOW:FIREBALL]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:30]

Spoiler: Example 1 (click to show/hide)

Spoiler: Example 2 (click to show/hide)

Spoiler: Example 3 (click to show/hide)
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #4 on: March 27, 2014, 10:18:35 pm »

ok, um, so I get most of it now but theres still two things.
1) when I say 'where' I need a bit more general. For instance, for body templates, I need to know where to even put the limbs and such. Like what folder and what layout and stuff. Also, for organic tissues... What folder do they go in?
2) where in the creatures script do I put the information for body parts and stuff? Its all just a bit confusing to me. Could I just take out the tissues and start there from scratch?
3) What stats do organic tissues use and where can I find a vanilla version of them?
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #5 on: March 27, 2014, 10:24:30 pm »

also I dont really understand how to make new organic tissues yet. I looked at the spoiler thingamum but didnt understand how it helps.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #6 on: March 27, 2014, 10:28:44 pm »

And one more thing, how do I tell where the materials will be put in the body (so that I get iridium scales not iridium flesh)
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #7 on: March 27, 2014, 10:42:38 pm »

Spoiler (click to show/hide)
Does the above work? also, how do I make sure things have bones inside of them and make sure they are on the exterior of the body and the like?
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #8 on: March 27, 2014, 10:45:23 pm »


Body Templates. Like i've said a few times go in a "body_xxxx.txt" file you can add them in "body_standard.txt" if you like. the path should be "DF location/raw/objects/"
tissues got in creatures unless you want to make a whole new template then have a look at "tissue_template_default.txt"  path "DF location/raw/objects/"
vanilla versions of materials and tissues are in "tissue_template_default.txt" and "material_template_default.txt" found in "DF location/raw/objects/"

is this helping? sorry if i'm hard at explaining

Pre-Edit:
Yes those will work altho "Upper_tarsal" can just be "upper tarsal"
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #9 on: March 27, 2014, 10:49:19 pm »

dont worry your being very helpful I just have a very imperfect understanding of this part of DF modding.

also that last post helped ALOT. my main problem was I didnt know where to put or find organic things.

this should probably be enough help for a while. I will ask more if I need to, but in the meantime...
Thankyou!

Side note, when im finished with my mod should I post it somewhere on the int?
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #10 on: March 27, 2014, 10:53:04 pm »

up to you, I have several unreleased mods on my pc right now. and probably only 5 posted on the internet. It's how you feel, if you want to share it go ahead. If you feel like it's too personal then don't. I know I have a silly "poop" mod where dwarves "crap" in nest boxes leaving boulders of brown filth, and if they don't they get extreame pain until they die.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #11 on: March 27, 2014, 11:00:13 pm »

Thats...um... interesting.
I think I will post it.
however, something important occured to me. If you are using a metal for your creature, how will it heal, and how will its shape be set?
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #12 on: March 27, 2014, 11:48:34 pm »

Ok I have a serious problem I just found.
I have NO idea what to do with body templates. I have tissues pretty much down, I know how to put them into the creature, I can do everything except BDP's. I cannot at all figure out how to do them...
can somebody please help?
(also, on the melting creatures thread, I still havent fixed my entity file so I still cant use them with their proper entity.)
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #13 on: March 28, 2014, 09:19:44 am »

uh, how do I fix this?
Spoiler (click to show/hide)

This happened when I tried to add tissues.

also...

Spoiler (click to show/hide)

I havent even editted the nose.
« Last Edit: March 28, 2014, 09:22:05 am by Talik »
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #14 on: March 28, 2014, 09:28:00 am »

Healing is controlled by the tissue, doesn't matter what material.
Altho healing can be managed with [SETTABLE] (if broken needs to be set to heal or heals reallllly slow) [SPLINTABLE] can be splited to allow use while it heals (pretty much goes with SETTABLE)

a Body_Detail_Plan is basically a quick template on how layers should go, also a BDP can only accept 5 args max
[BODY_DETAIL_PLAN:HUMAN_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
this is setup as Arg1=SKIN, Arg2=FAT, Arg3=MUSCLE, Arg4=BONE, and Arg5=CARTILAGE
seems weird right? Because if you look at a BDP in it's file it has lines like:
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
[BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]
[BP_LAYERS:BY_CATEGORY:BRAIN:BRAIN:100]


The ARGs are backwards, this is because layering well it's like layering anything you want your bottom most layer to be on first then you start from their until you get to your top layer (BONE, MUSCLE, FAT, SKIN) also the number beside the ARG is the tissue thickness, yes a BDP can override a tissue templates rel_thickness. But when you look at how BRAIN is layered it's not using an ARG it is using a tissue named BRAIN, so a BDP doesn't need to just use the 5 max ARGs they just let you use that BDP in more then one way. Like how reptiles have SCALES instead of SKIN.

I know a BDP helps greatly to quickly apply your tissue layers on a creature, and even add in materials and tissues (STANDARD_MATERIALS, STANDARD_TISSUES) maybe this will help you understand them a bit more?


Cut some parts out of a BDP file and a BODY file and used a CREATURE to show how it connects, color coded. Even did tissue and material templates
b_detail_plan_default.txt
b_detail_plan_default

[OBJECT:BODY_DETAIL_PLAN]

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   This command is just a shortcut for the similar lines
(USE_MATERIAL_TEMPLATE|<token>|<template>) in a creature definition.
   [ADD_MATERIAL:SKIN:SKIN_TEMPLATE]
   [ADD_MATERIAL:FAT:FAT_TEMPLATE]
   [ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]


[BODY_DETAIL_PLAN:STANDARD_TISSUES]
   This command is just a shortcut for the similar lines
(USE_TISSUE_TEMPLATE|<token>|<template>) in a creature definition.
   [ADD_TISSUE:SKIN:SKIN_TEMPLATE]
   [ADD_TISSUE:FAT:FAT_TEMPLATE]
   [ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE]


[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]
   This body detail plan accepts argument tokens that
can fill the role of the tissue token.  For instance, the dwarf sends in
SKIN, FAT, MUSCLE, BONE and CARTILAGE.
   [BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]
   [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]
creature_standard.txt
creature_standard

[OBJECT:CREATURE]

[CREATURE:DWARF]
   [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HE...]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MU...]
body_default.txt
body_default

[OBJECT:BODY]

[BODY:HUMANOID]
   [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
      [DEFAULT_RELSIZE:1000]
   [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
      [DEFAULT_RELSIZE:1000]
   [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
      [DEFAULT_RELSIZE:300]
   [BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
      [DEFAULT_RELSIZE:200]
material_template_default.txt
material_template_default

[OBJECT:MATERIAL_TEMPLATE]

[MATERIAL_TEMPLATE:SKIN_TEMPLATE]
   [STATE_COLOR:ALL_SOLID:GRAY]
   [STATE_NAME:ALL_SOLID:skin]
   [STATE_ADJ:ALL_SOLID:skin]
   [STATE_COLOR:LIQUID:GRAY]
   [STATE_NAME:LIQUID:n/a]
   [STATE_ADJ:LIQUID:n/a]
   [STATE_COLOR:GAS:GRAY]
   [STATE_NAME:GAS:n/a]
   [STATE_ADJ:GAS:n/a]
   [DISPLAY_COLOR:7:0:0]
   [MATERIAL_VALUE:1]
   [SPEC_HEAT:4181]
   [IGNITE_POINT:10508]
   [MELTIN...
tissue_template_default.txt
tissue_template_default

[OBJECT:TISSUE_TEMPLATE]

[TISSUE_TEMPLATE:SKIN_TEMPLATE]
   [TISSUE_NAME:skin:NP]
   [SCARS]
   [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
   [RELATIVE_THICKNESS:1]

   Lower is faster.
   [HEALING_RATE:100]

   [VASCULAR:1]
   [PAIN_RECEPTORS:5]
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]
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