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HOW TO experiment with test mod!
Hi! I thought that now we can all experiment on this test mode.

All mod files are in .../toribash/data/mod directory. Use a text editor to create file with tbm extenstion. For example:
example.tbm
Then start editing the file.

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When we are looking from behind our hero, the syntax for now is like this:

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# comment
All text after "hash" character is a comment and it's doing nothing good or wrong.

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Next you will have to choose which part of body you want to edit. There are two types of elements:
body
these long elements ...

and
joint
these balls.

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From body elements we can choose from:
  • body head
  • body breast
  • body chest
  • body stomach
  • body groin
  • body r_pecs
  • body r_biceps
  • body r_triceps
  • body l_pecs
  • body l_biceps
  • body l_triceps
  • body r_hand
  • body l_hand
  • body r_butt
  • body l_butt
  • body r_thigh
  • body l_thigh
  • body l_leg
  • body r_leg
  • body r_foot
  • body l_foot

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and from joint elements we can choose from:
  • joint neck
  • joint chest
  • joint lumbar
  • joint abs
  • joint r_pecs
  • joint r_shoulder
  • joint r_elbow
  • joint l_axilla
  • joint l_shoulder
  • joint l_elbow
  • joint r_wrist
  • joint l_wrist
  • joint r_glute
  • joint l_glute
  • joint r_hip
  • joint l_hip
  • joint r_knee
  • joint l_knee
  • joint r_ankle
  • joint l_ankle

Next we can modify properties of each element.

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For body elements they are:

sides x y z
where:
x - width of an element symmetrical (negative values aren't recommended) - x axis
y - length of an element symmetrical (negative values aren't recommended) - z axis
z - height of an element symmetrical (negative values aren't recommended) - y axis

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pos x y z
x - position of an element in x axis (negative values are allowed)
y - position of an element in z axis (negative values are allowed)
z - position of an element in y axis (negative values are allowed)

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material a
a - name of the material

We can choose from:
  • steel
  • flesh

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color r g b
It's a classic RGB system.
r - red color (0.0-1.0)
g - green color (0.0-1.0)
b - blue color (0.0-1.0)

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shape a
a - shape of the element

We can choose from:
  • box
  • cylinder
  • sphere

WARNING: VERY UNSTABLE!

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For joint elements they are:

pos x y z
x - position of an element in x axis (negative values are allowed)
y - position of an element in z axis (negative values are allowed)
z - position of an element in y axis (negative values are allowed)

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radius a
a - value of how big the ball will be (negative values aren't recommended)

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To run toribash.exe with an option pointing which mod to load. I see 3 ways to do it.

1.

Use ToriMod - the ultimate Toribash mod selector utility:

http://www.toribash.com/forum/index.php?topic=522.0

2.
Press Start -> Run and type cmd and hit enter. You will see MS-DOS terminal. Now you have to go to the game folder.

cd..
will get you to the parent folder

cd example
will get you to the directory called example

When you are in the game directory you can run toribash.exe with an option pointing which mod to load. If you want to load example.tbm, it would be like this:

toribash.exe example.tbm
(you don't have to put path to the mod directory)

3.

Create a shortcut to toribash.exe ex. on your desktop. Right-click on it and click Properties. In the target field after path to toribash exe put the name of the mod. If you want to load example.tbm, it would be like this:

".../toribash/toribash.exe" example.tbm
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That's all I know for now. If you find anything wrong or new about editing mod file - please post it here.
Re: Experiments with test mod!
this is the official/default list of posistions and sizes etc

body head

  sides 0.200000 0.000000 0.000000
  pos 1.000000 0.850000 2.650000

body breast

  sides 0.200000 0.100000 0.300000
  pos 1.000000 0.900000 2.200000

body chest

  sides 0.500000 0.150000 0.200000
  pos 1.000000 0.900000 1.950000

body stomach

  sides 0.350000 0.150000 0.200000
  pos 1.000000 0.950000 1.750000

body groin

  sides 0.200000 0.150000 0.200000
  pos 1.000000 1.000000 1.550000

body r_pecs

  sides 0.200000 0.150000 0.200000
  pos 0.750000 0.900000 2.150000

body r_biceps

  sides 0.400000 0.200000 0.200000
  pos 0.450000 0.900000 2.300000

body r_triceps

  sides 0.400000 0.100000 0.100000
  pos 0.050000 0.900000 2.300000

body l_pecs

  sides 0.200000 0.150000 0.200000
  pos 1.250000 0.900000 2.150000

body l_biceps

  sides 0.400000 0.200000 0.200000
  pos 1.550000 0.900000 2.300000

body l_triceps

  sides 0.400000 0.100000 0.100000
  pos 1.950000 0.900000 2.300000

body r_hand

  sides 0.220000 0.220000 0.220000
  pos -0.350000 0.850000 2.300000

body l_hand

  sides 0.220000 0.220000 0.220000
  pos 2.350000 0.850000 2.300000

body r_butt

  sides 0.100000 0.100000 0.100000
  pos 0.800000 1.000000 1.450000

body l_butt

  sides 0.100000 0.100000 0.100000
  pos 1.200000 1.000000 1.450000

body r_thigh

  sides 0.120000 0.300000 0.000000
  pos 0.800000 1.000000 1.100000

body l_thigh

  sides 0.120000 0.300000 0.200000
  pos 1.200000 1.000000 1.100000

body l_leg

  sides 0.130000 0.300000 0.000000
  pos 1.200000 1.000000 0.500000

body r_leg

  sides 0.130000 0.300000 0.000000
  pos 0.800000 1.000000 0.500000

body r_foot

  sides 0.200000 0.500000 0.080000
  pos 0.800000 0.900000 0.100000

body l_foot

  sides 0.200000 0.500000 0.080000
  pos 1.200000 0.900000 0.100000

joint neck

  radius 0.110000
  pos 1.000000 0.900000 2.500000

joint chest

  radius 0.180000
  pos 1.000000 0.900000 2.050000

joint lumbar

  radius 0.160000
  pos 1.000000 0.950000 1.850000

joint abs

  radius 0.140000
  pos 1.000000 1.000000 1.650000

joint r_pecs

  radius 0.180000
  pos 0.850000 0.850000 2.200000

joint r_shoulder

  radius 0.180000
  pos 0.650000 0.900000 2.300000

joint r_elbow

  radius 0.160000
  pos 0.250000 0.900000 2.300000

joint l_axilla

  radius 0.180000
  pos 1.150000 0.850000 2.200000

joint l_shoulder

  radius 0.180000
  pos 1.350000 0.900000 2.300000

joint l_elbow

  radius 0.160000
  pos 1.750000 0.900000 2.300000

joint r_wrist

  radius 0.110000
  pos -0.200000 0.900000 2.300000

joint l_wrist

  radius 0.110000
  pos 2.200000 0.900000 2.300000

joint r_glute

  radius 0.160000
  pos 0.900000 1.100000 1.510000

joint l_glute

  radius 0.160000
  pos 1.100000 1.100000 1.510000

joint r_hip

  radius 0.160000
  pos 0.790000 1.000000 1.400000

joint l_hip

  radius 0.160000
  pos 1.210000 1.000000 1.400000

joint r_knee

  radius 0.140000
  pos 0.800000 1.000000 0.800000

joint l_knee

  radius 0.140000
  pos 1.200000 1.000000 0.800000

joint r_ankle

  radius 0.110000
  pos 0.800000 1.050000 0.250000

joint l_ankle

  radius 0.110000
  pos 1.200000 1.050000 0.250000
don't unban, he has hard coded userid bypasses everywhere.
Re: Experiments with test mod!
All the different materials do is change the sound. I think - could be wrong
don't unban, he has hard coded userid bypasses everywhere.
Re: Experiments with test mod!
Originally Posted by BillyBobThorntz0r
Current Materials:
  • Steel
    Flesh

really?
there needs to be wood

also, how do you make joints disappear?
Last edited by crazyMLC; Aug 20, 2007 at 12:30 PM.
lyh oui ihtancdyht drec?
ev oui lyh
maadhacc
Re: Experiments with test mod!
Originally Posted by veb
All the different materials do is change the sound. I think - could be wrong

Actually steel is much heavier. Make a mod where the hands are really large and steel, you'll see how heavy they get :P
Re: HOW TO experiment with test mod!
There is also a 'shape' modifier with the following abilties:
  • Box
  • Cylinder
  • Sphere

Example Usage:

body l_hand
shape cylinder
Re: HOW TO experiment with test mod!
:o OMG

I have just realized something. I think material steel is used on hands/feet to disable DQ. I haven't tested this theory yet, someone please tell me if this is how it works. I saw an armor mod somewhere, might just change the character to all steel. Not sure, haven't DLed yet... I'm too busy OMGing.

with all the information I have just been given... this means it's possible to edit a character's starting position, right? If we just changed the positions of all the body parts, but kept them attached like they were... it would work, right?

and I have another idea... but I'm not telling anyone until I've done it first, or I get all confused with modding and just give up, k?
Re: HOW TO experiment with test mod!
problem...

what kind of program should I use to save a file as .tbm? Do I even have to? (I think I do... just making sure)