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		| convolution223   Member
 
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			| Making a Custom Inventory Item 
 
				Sooo I was wondering how one would go about making a custom inventory item that doesn't need to appear in-game, just in the player's inventory (they cut it out of something and voila! it's in their inventory). They would then use this to solve a puzzle. I think I can manage the coding for this, but the actual creation of the inventory item is where I'm totally lost.
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	| 07-18-2011, 04:30 AM |  |  
	
		| Tanshaydar   From Beyond
 
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	| 07-18-2011, 04:33 AM |  |  
	
		| convolution223   Member
 
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			| RE: Making a Custom Inventory Item 
 
				 (07-18-2011, 04:33 AM)Tanshaydar Wrote:  GiveItem and GiveItemFromFile are two simple function to give player any item available.For more information you can check the wiki http://wiki.frictionalgames.com/hpl2/amn..._functions
 
 To create items, you can use Model Editor.
 
I tried looking there, don't know what category an inventory item falls under: 
Types of Objects
 
 
These are the kinds of objects that you can create and place in this editor. Details on each one and parameter listing in the following links: 
 ■ 
 Lights
  
■ 
 Billboards
  
■ 
 Particle Systems
  
■ 
 Sounds
 
 
The following types are exclusive to the Model Editor  
■ 
 Shapes
  
■ 
 Bodies
  
■ 
 Joints
  
■ 
 SubMeshes
  
■ 
 Bones
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	| 07-18-2011, 05:07 AM |  |  
	
		| Tanshaydar   From Beyond
 
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			| RE: Making a Custom Inventory Item 
 
				It should have a model. Just model editor without a model cannot give you anything. If you really think the item you created won't be visible in game, just use another item from the game and modify it.
			 
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	| 07-18-2011, 05:47 AM |  |  
	
		| ThePaSch   Member
 
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			| RE: Making a Custom Inventory Item 
 
				I think he just wants to "warp" the item into the player's inventory without it physically appearing in the world.
 convolution, to do that, you need to create a texture for your item (.tga, Photoshop does that) and place it in your custom story's directory. Then, use void GiveItem(string& asName, string& asType, string& asSubTypeName, string& asImageName, float afAmount);, replacing asImageName with the name of your item image.
 I don't think you need the model editor for that, but feel free to correct me.
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	| 07-18-2011, 06:25 AM |  |  
	
		| Tanshaydar   From Beyond
 
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			| RE: Making a Custom Inventory Item 
 
				Oh, if it's just for this, it's quite possible.However, he said "but the actual creation of the inventory item" and actual creation of an item is through Model Editor.
 
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	| 07-18-2011, 06:28 AM |  |  
	
		| convolution223   Member
 
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			| RE: Making a Custom Inventory Item 
 
				 (07-18-2011, 06:25 AM)ThePaSch Wrote:  I think he just wants to "warp" the item into the player's inventory without it physically appearing in the world.
 convolution, to do that, you need to create a texture for your item (.tga, Photoshop does that) and place it in your custom story's directory. Then, use void GiveItem(string& asName, string& asType, string& asSubTypeName, string& asImageName, float afAmount);, replacing asImageName with the name of your item image.
 I don't think you need the model editor for that, but feel free to correct me.
 
THANK YOU! I'm going to try this tomorrow. This is exactly the kind of solution I wanted since I can barely even be considered an amateur modeller.
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	| 07-18-2011, 06:46 AM |  |  |