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Messages - Mechanisto

Pages: [1]
1
Modding Questions / Re: Question about Savage Rush particle effects
« on: July 29, 2018, 11:30:34 pm »
Okay. I'm still getting problems, but at least they're different problems. I tried to copy the files and make the changes exactly as you described, but now I get an error message when I try to run it:

Quote
Unhandled exception has occurred in a component in your application. If you click Continue, the application will ignore this error and attempt to continue.

External component has thrown an exception.

I'm guessing this means I copied or edited a file incorrectly, but the error doesn't tell me exactly what I did wrong. Even if my custom skill doesn't use the new files, the error still pops up as soon as I test the game.

Based on your post above, I need to clarify something: My mod doesn't make changes to a copy of the Embermage. It makes changes to the existing base Embermage class. Is this a bad idea? Should I always work with a copy of a class?


Edit: IT WORKS! HOORAY!

On a hunch, I decided to download Notepad++ instead of using regular old "Windows Accessories" Notepad. I'm guessing the text editor was ruining the formatting in some way. I should have known better.

Thank you so much for the advice! I never would have figured any of this out on my own.

2
Modding Questions / Re: Question about Savage Rush particle effects
« on: July 27, 2018, 04:13:30 pm »
Did you clone all the animations (start, loop stop) and give them new names? Make sure nothing is conflicting with the original skeleton files and animations.

Make sure you do all these steps for both male and female. (Except the skill edit, both F and M use the same skill via the class base.)

* Make copies of the .skeleton files and give them new filenames
* Edit the .skeleton files to reflect the new filenames
* Make copies of the animation markups in the HUM_F and HUM_M files and paste them in the same file(s)
* Edit the new animation markups to reflect the new .skeleton filenames and new animation names
* Tweak the particles, sounds, etc in the new animation(s)
* Edit the new skill, so it uses the new animations

I think that should be all the steps required, but it's been a while. Hope this helps.

Okay... okay. All I did was copy the HUM_F and HUM_M animation files to my mod folder, and renamed them CUSTOM_ARBITER_F and CUSTOM_ARBITER_H. Then I edited the Special_Werewolf_Run_End animation in both those files to use my custom particle.

If I understand you correctly, I actually need to copy-paste a new animation entry in those files instead of editing the old one, and also copy the HUM_F.ANIMATION and HUM_M.ANIMATION files and update the text in those files to match my changes. I'll try and get that done.

...I'm starting to think I should make copies of ALL the animations for Savage Rush, just to be sure.

Hi @Mechanisto sorry its been a heavy week for me at work.

Read your op again - if ur just retuning the embermage then editing the class'.ANIMATION file to point to a new particle .LAYOUT should be enough ( @Wolven 's suggestions are critical when making a new class).

What are you seeing in GUTS that youre not seeing in-game?

I assumed that was so, but apparently there's one line in the Skeleton file I need to change as well.

To clarify, my mod simply changes the existing Embermage skills. It doesn't make a copy of the Embermage, and doesn't add a whole new class.

When I use the modified skill in the GUTS preview, all three parts of the animation work perfectly: The start effect, the looping effect, and the finishing effect. When I publish the mod and play it in Torchlight 2, The first two effects work as intended, but the third one doesn't show the custom particle: it plays the same purple flash that happens when Savage Rush deactivates.

3
Modding Questions / Re: Question about Savage Rush particle effects
« on: July 26, 2018, 06:51:45 pm »
Thanks again!

I tried to get into modding TL2 when GUTS first came out, but never got anywhere. There just wasn't enough documentation for the Editor... and I'm a programmer by trade. If I'd joined the community back then, I probably would have stuck with it. :)

EDIT: Just got done tinkering, and the animation and particles work perfectly! I even managed to fix an annoying fade-in problem without too much trouble.

EDIT 2: ...Looks like I spoke too soon. The custom animation works properly in the GUTS preview, but not in the actual game. I'll continue tinkering, but any advice would be appreciated!

4
Modding Questions / Re: Question about Savage Rush particle effects
« on: July 26, 2018, 05:49:23 pm »
Wow. Just... wow. I NEVER would have figured this out by myself.

Looks like I've got some tinkering to do. Thank you so much!

5
Modding Questions / Re: Question about Savage Rush particle effects
« on: July 26, 2018, 04:18:48 am »
Thanks very much for the answer, and the welcome!

Strangely, Savage Rush is definitely using a particle effect. Use the ability, and you can see a big purple flash when it ends. It's definitely the exact same END.LAYOUT particle you mentioned, too: I changed the color settings of that exact file to bright green, and the change shows up in game. I've also tried attaching my own custom layout and particle exactly where you pointed out, in the [EVENT_END] trigger, but the game seems to ignore it entirely.

Very strange!

6
Modding Questions / Question about Savage Rush particle effects
« on: July 26, 2018, 12:25:57 am »
So I decided to do an overhaul of the Embermage's storm tree skills, partly for fun, and partly as a learning exercise. For now I'm just changing or cloning existing abilities. Every time I go rummaging through GUTS, I learn something new. Lots of work, lots of frustration, and lots of fun!

I've hit my first wall. I'm making an ability where the player can transform into a ball of lightning, so I cloned the Berserker's Savage Rush ability and started tinkering. Unfortunately, I can't figure out where to change the particle effect that happens when the player stops using that ability. I've looked all over. There's files for both a layout and a particle effect in the folders:

\media\skills\berserker\dash\end.layout
\media\particles\playerskills\berserker\werewolfdash\end.layout

...but I can't find anything in the editor that actually makes a reference to either of these files. Does anyone know how to change this particle effect? Is it hidden in an affix, a stat, or a triggerable, or something obscure like that? I could just clone the Engineer's Storm Burst ability instead, but I don't want to give up so easily.

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