System Editing? (SOLVED)

Extremely new to OpenBor but have figured out how to edit Model sprites, change stage music, and add sounds.
My question is, is there a way to edit the system it's self? I know that NSX contains scripts for more button inputs, custom menu, etc. I tried editing the main menu music will no avail as I cannot find the .txt file that allows the changes.

Any help would be greatly appreciated.

Thanks.

-A.S.P
 
Hey buddy, welcome aboard. Good to see you here.
You can use OpenBORstats for all of this. It is not as powerful as Fighter Factory is to Mugen, but it get the work done.

By the way, Mugen and OpenBOR are very different animals and they work different from each other.
In a short, Mugen is more modular (standalone releases) while OpenBOR is more "compact" (we work more in full games).

First of all, I would suggest you to read the OpenBOR manual to understand how it works https://dcemulation.org/index.php?title=OpenBORManual
Download the OpenBOR stats here http://www.chronocrash.com/forum/index.php?action=downloads;sa=view;down=107

Bloodbane  had made some basic mods for you to start
A blank mod http://www.chronocrash.com/forum/index.php?action=downloads;sa=view;down=186
A blank 2D mod http://www.chronocrash.com/forum/index.php?action=downloads;sa=view;down=187

If you need any help, you can post there and we will try to help you :)

 
Hey dude thanks for the warm welcome  8)

I have compiled multiple resources including the OpenBorStats and the mod featuring (Mandy, Max, and Kula) which I have started to modify.

Still having an issue when attempting to replace the main menu music, I know if I just rename my own .ogg file and replace the one provided it will work but is there a way to do it through a .txt?

Slowly learning, but after seeing NSX in action I feel like this is an engine I can definitely get behind.

Thanks my guy,

-A.S.P
 
There are some require tracks:

menu.bor (title screen),
remix.bor (character select, if I am not wrong),
complete.bor (stage complete)
gameover.bor (self explanatory)

On newer builds, you can use .ogg for those files too.
 
Just save the file as the right name on MUSICS folder.
On the version I use, I still need to use .BOR files instead of .OGG, thanks to a loop issue (it won't play again if you go to a screen and return to the first one).
 
Alright, so I figured out how to convert Wavs to Bor files using the Wav2Bor application, pretty neat stuff managed to edit the main and select music no problem.

Here's a question though, how would I get a character to run? Assuming all the sprites and animation are within the character via Stats, how would I go about pressing the walk key twice and holding it down causes the character to change animation and move faster?

Any help would greatly appreciated.

thanks
 
Here's a question though, how would I get a character to run
Since this is not related to the first topic, we encourage you to open another topic most of time time - its easier for people (that can help you) to track.

If you want to make the player to run you just...add the RUN animation - this is how many things works in OpenBOR, by the way.
The engine will take care of the rest.

For sure you can customize the velocity, but its pretty much it.
 
All-Star Platinum said:

You need to enable the model's running properties first, that's in the manual. Then, give the model a Run animation. That's pretty much it. The run command is as you guessed, double tap left or right and hold to keep running.

AI controlled entities can run too. Settings work the same way, but you'll also need them to have the chase subtype or they won't ever use it.

DC

Edit: Ninja'd by O Ilusionista, and he's right. Please try to keep your threads to a single topic.
 
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