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Messages - lolesch

Pages: [1] 2 3 ... 12
1
Modding Questions / Re: [Stats], [Effects] & [Charges]
« on: June 25, 2019, 12:30:29 pm »
I use photoshop but you can use every other program too. Skills inside these programs come with time working at it. If you have some detailed questions feel free to ask.
When I create skill icons I copy paste an existing one to keep the same grid size. I can dig up a .psd with the basic layout. After I’ve created the colored icons I remove the saturation and save that as the Disabled skills. Now you have to copy paste the text files with the locations and rename all the code lines within or delete unnecessary lines. Else GUTS will through an error failing to load 2 icons with the same name.
This is all I have in mind without sitting in front of it.
Cheers
lolesch

2
Mod Showcase / Re: Lightbringer Mod (Paladin)
« on: June 19, 2019, 02:43:00 pm »
Wait, do I have to credit the original author for his art work? ... I don't wanna steal someone's work if possible

The one thing is to drag someones art and drop it into your project - this is stealing if the author has not explicitly allowed you to reuse his work!

The other thing is to drag someones art and drop it into (lets say) photoshop, editing it to a significant amount and use it in your project - this is transformation and totally legal since there is no copyright on pixels them self. Just make sure that there is a personal touch to it even if the pattern stays the same. Also: as long as you do not offend the original content or make any money out of it the risk of being punished for spreading recognizable artwork is negligible (just mention these things aren't your personal creation!)

https://fairuse.stanford.edu/2014/12/22/much-photo-need-alter-avoid-copyright-infringement-hint-cheshire-cat/

3
Kva3imoda's Playground / Re: A new beginning
« on: June 19, 2019, 12:07:01 am »
If only I had a project manager to organize and prioritize whats in my head and then delegate 90% of the work to other people.
Exactly this! Although I treated my projects as study and preparation for bigger plans.
The first tutorial might come up this WE

4
Kva3imoda's Playground / Re: Re: A new beginning.
« on: June 16, 2019, 04:00:47 pm »
Hey guys, long time silence here too! I apologize for that, even more because this forum is the most supportive and (what is the word for anti toxic?) friendlship like that I ever was part of.

Well, I took a step out of here to get more professional in creating computer games and I still have a long way ahead. This (my first) semester we have a lot of basic lessons about project planning and management, that’s why I decided to jump in.
Next to all the detailed work where the content is created it is such a huge thing having a detailed plan about the upcoming project and preparation can safe so much lifetime and burnout.
My current project is a good example of how not to do it, mainly because it is part of the learning process that the teachers want us to run into exactly these problems.
But with 30 years lifetime I can say I might be a little ahead of others in the class in detecting upcoming trouble...

Back to the topic! I will try to create some kind of „how to - tutorials“ on project planning to recap the most important facts for myself. This is theory crafting and right now I have no clue how that will work out or if I can find the time to do so! (Next Friday is the first of 3 milestones which means there is only limited time to spend here.)

All the best to you guys and hopefully till soon
Cheers
lolesch

5
Roles & Destinies Concept / Re: the Skills Map creating process
« on: March 13, 2019, 04:25:01 pm »
If you think theres anything i can help with on this just let me know
Hey @Phanjam ;D thank you for your offer, I might have something in the future.. right now I struggle once more with triggerable actions. I've successfully implemented a 2H block passive but its broken again after i removed the berserker_berserk from the affix. at least thats what I think that was the last change... but maybe its something about names and links.
the good thing is I know it can work.
trigger1 adds a stat1
trigger2 requires stat1 to add -100 percent damage taken and adds stat2
trigger3 requires stat2 to clear stat1 - wich should end the Damage Reduction... but atm it isnt active anyways....

to be continued

6
Help Wanted / Re: anyone good at UI?
« on: March 10, 2019, 01:46:01 pm »
i wanted EVENT_END to only specifically happen when the character respecs thier points
what about a passive skill that adds/enables an active skill or something like that.
Quote
but for this case i just want to utilize it for clearing the stat given to me via the UI when i level up the skill
you level up a skill that gives you a stat that you dont want to have?/remove via UI?
why dont you create a skill with a stat requirement and give that required stat via button click (maybe on a custom button)
that way the skill is always enabled but only working when toggled
Quote
i can take a screen shot of the text that says...   ...since the original text appears to be hardcoded to hide itself when maxing out.
man you need some UI experience XD
the hard coded "hide" can be easily recreated with a custom text element (dont go the screenshot way, they are so badly to adjust later on...) I can help you with that when you get stuck!

7
Textures & Graphics / Re: Cool basics
« on: March 10, 2019, 01:00:51 pm »
thatnks, I'll try it out!

8
Help Wanted / Re: anyone good at UI?
« on: March 10, 2019, 12:55:51 pm »
i was thinking of making a custom texture sheet with an edited version of the original to stretch out, ill see if that works.
you dont have to, just strech it within the UI editor?

Quote
ill see what i can do, getting a skill to do something as you press the level up button requires the skill to be tagged as a "passive" skill
You can link the button to a stats operator that adds a stat on mouseinput via UI. and I am pretty sure the Set_Stat effect works fine in active skills... hm.. i can remember having some equal problems... ill research for that!

Quote
id have to find a way to somehow make event end respect only skill respecs (which i still havent figured out to this day lol)
not quite sure if I get you there...

9
For further investigation it is helpful to post the full code of your files. When I started to mod skills I had a hard time too but with each problem I learned to use the system more and more. Copying a vanilla skill and changing it to whatever you desire may prevent some errors of setting up all by yourself.

Have you fixed all your problems now?

10
Roles & Destinies Concept / Re: the Skills Map creating process
« on: March 10, 2019, 12:54:08 am »
UPDATE:
Life is changing and the next 2 weeks I'll visit a gaming school to see if that might work out for living... anyways, I once again started to work on this project and progress is good so far. The Skill system slowly evolves to something stable and while I still struggle with the Active Skills the passives are much more fun anyways :D
For the Active Skills I currently try to develop a system that allows to modify the skill within the game, so investing skillpoints may change the skills damage shape, damage type and so on.
that's it for the moment :)

Cheers

11
Textures & Graphics / Re: Cool basics
« on: March 10, 2019, 12:35:38 am »
hey @TwinkleToes for deeper understanding of particles and animation, how do they work? I assume the character is linked to the weapon animations based on the weapon equipped and the animations use particles in a timeline?
and the different weapon animations have a chance to proc?
I wonder because sometimes I feel like my melee weapons tend to use piercing animations more often then swinging animations with have a different damage shape?
could we increase the damage of piercing attacks as a compensation?

cheers

12
Help Wanted / Re: Requesting a mod: anybody to help?
« on: March 10, 2019, 12:22:07 am »
Hello @Giallo, I support your base Idea and its not that hard at all to realize...
To think ahead, you want to remove all active skills so fighting is weapon based only with the procs of passive skills, right?

I'm working on something similar but it will take more time to finish since I want to introduce several new passive skills and a therefore a much larger skills menu and such...
I can definitely help out when you get stuck but I suggest you try to step right in, starting with creating s merged skills menu and link that to the 4 classes. most of what you ask for can be done in the Unit - players - editor (e.g. removing active skills)

13
Help Wanted / Re: anyone good at UI?
« on: March 10, 2019, 12:05:58 am »
#edit: try this first... in the UI properties of the progressbar you will find MAXVALUE = 100. try 75 instead or stretch that bar width to 211 if both wont do the job I have another workaround.

you need to give your skill an affix that adds a custom stat with each level to your player. Then get rid of the widget name (they work like links, so removing that disables the skills access to that element, everything else keeps working as intendet) of the progressbar and use the stat1 stat2 properties instead. stat1 is your new created skill stat and stat2 is another one to create with a flat 15.
Instead of the Invested text create a new UI Stat object and use the same mechanic here and hide (or delete) the old one.

14
Hey Guys, always fun to come back to you! this layout looks amazing. I just tried modding some layouts too but i realized that I will need more time to go into that...
@Kva3imoda I managed to create an entrance to the Taverne (MAINMENUS\MAINMENU_TOWN4_RULES.TEMPLATE) but since it is just a mainmenu background i run into many problems there, e.g. i cant move. any tips?

15
Skills Masteries Classless Concept / Re: Classless Character Mod
« on: December 01, 2018, 01:49:07 pm »
Hey Pham, that’s a nice little tutorial-like UI description! I wished I had those back in the days :)
Glad to see the basic idea is still alive. I switched the platform from the TL2 editor to Unity and learned some c# coding.
Still working on some zodiac based projects :)
Cheers
And heads up

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