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Messages - Vkoslak

Pages: [1] 2 3 ... 9
1
Vkoslak's Playground / Fionna model needs some skills!
« on: August 09, 2019, 08:00:22 am »
I think most people know I have been working on adding a new player model to TL2 with a completely different skeleton that the standard player characters. It's a fan-art model of Fionna from the Adventure Time series.

I'm finally to the point of needing to add skills to the character, and I would like some feedback as a flush this out. Now that I at least halfway know what I'm doing, I could even add new animations for attacks.

This character is supposed to be really good with swords, but not so much with magic. Although if it fits the personality I'm not opposed to a couple of magic skills.

I'm thinking of having the categories of:

Dual Wielding, Two-Handed, and Sword and Shield.


Right now I'm looking at borrowing shield bash, bulwark, and sword and board from TL2 skills.

I've also been looking over skills from other games that might fit. I'm trying to avoid anything that is "paladin" like. This character isn't about dive retribution nonsense. Just a good person that goes on adventures for mad loot.

Possible Tl1 Skills
Adventurer - passive
Critical Strikes - passive
Wind Of Justice
Barter - passive
Treasure Hunter - passive
armor expertise - passive
Martial Weapons expertise - passive
Dual Wielding - passive
block and parry - passive
slash attack
stampede
devastate
pet mastery - passive

From other mods:
Tl1 - Lady Knight
Power Kick

d2 skills:
Sword Mastery - passive

Wow skills:
Shield-slam
Shield-Block
Rampage
Cleave
Colossus Smash
Raging Blow
Charge


Is there any other mods/games I should look at?
This is probably my weakest area of modding.

2
Vkoslak's Playground / Re: Floaty Torchlight Cube
« on: August 03, 2019, 10:11:09 pm »
On the discord it was asked to add a sine wave type bounce to the cube. Also it was requested that the starting angle be altered so that a corner was pointed at the ground instead of a flat face.

Try this version out, see what you think.

3
Mod Showcase / Re: Deathknight class
« on: January 26, 2019, 11:44:52 am »
It's frustating.
The model I made is the only one where I managed to remove pupils.
I don'y know why it's working for this one and not for the others.

@Phanjam, @Vkoslak
Do you know how the eye pupils are working and how to remove them ?

The pupils are part of the face mesh. They are a disconnected hexagon above the surface of the eye, but below the eyelid.  You can just remove those polygons and no more pupils.

You might be able to do it by making the pupil transparent and setting the material to allow alpha transparency.  But getting rid of the mesh if probably the best way.


4
Modding Questions / Re: Equipping Weapon *Visual* to Pet?
« on: November 10, 2018, 09:39:54 am »
Thanks for the heads up!  I hadn't considered switching the pet. I'm still concentrating on getting mine looking right.

5
Modding Questions / Re: Equipping Weapon *Visual* to Pet?
« on: November 09, 2018, 05:53:06 pm »
I was having the same issue with a pet I was working on.

I solved it a different way.

I borrowed the "PETBODY_CUSTOM.DAT" from "human pets" mod by kriss_gjeng,  renamed it to be specific to my pet.

Then in my pet DAT file, I added the new container to my pet, and added equipment.

   [EQUIPMENT]
      <STRING>LEFTHAND:SWORD_SCARLET
      <STRING>RIGHTHAND:SWORD_DEMONBLOOD
   [/EQUIPMENT]
   [INVENTORY]
      <STRING>CONTAINER:PetBody
      <STRING>CONTAINER:FIONNA_CUSTOM
      <STRING>CONTAINER:PLAYER_BAG_ARMS
      <STRING>CONTAINER:PLAYER_BAG_CONSUMABLES
      <STRING>CONTAINER:PLAYER_BAG_SPELLS
      <STRING>CONTAINER:Pointer
   [/INVENTORY]


Worked great!

6
Modding Questions / Re: Medea Pet to Class
« on: October 26, 2018, 12:41:19 pm »
Is the hard drive corrupted? Or just the guts install?

Did you install Guts via steam?
I know steam has an option to "verify the integrity of tool files" which should repair anything that is not right.


7
Tips & Tools / Re: [Tool] Item Unit file maker Script
« on: October 25, 2018, 10:15:57 pm »
New version posted. v0.9.2 Give it a whirl!

I updated it to dot net core 2.1 while I was at it.

I've been thinking of making dot net framework versions in addition to core so I can release a single exe for windows.

Url of project:  https://github.com/RobJames-Texas/TL2_ItemDatMaker

Newest downloads: https://github.com/RobJames-Texas/TL2_ItemDatMaker/releases/tag/v0.9.2

8
Tips & Tools / Re: [Tool] Item Unit file maker Script
« on: October 24, 2018, 04:05:37 pm »
I didn't know about the tab thing.  I can change that easy enough.  I'm sure that I put spaces in there because for my programming I always use spaces instead of tabs.

9
Pet Variants Mod / Re: Pet Variants Mod
« on: August 31, 2018, 08:07:34 am »
Where are the horse models you want animated?

Not saying I will get to it soon, but I may forget about it if I don't have the models as a reminder to do something.

I'm considering setting up a project board for myself :|

10
Vkoslak's Playground / Floaty Torchlight Cube
« on: July 08, 2018, 02:27:36 pm »
@Lord Nyriox asked on the discord for a cube that rotates and floats.

I used textures from TL2 and just gimped them up a little for the surface of the cube.

I think it turned out rather nice.



Edit:  I've attached the blender file with textures and the gimp file I made the textures with.

11
Fine with me.

12
Pet Variants Mod / Re: Pet Variants Mod
« on: July 02, 2018, 06:28:56 pm »
Here is a Pet who still can not use spell:

- Scorpion
- Felstalker
- Ravager

These 3 ones will be tricky.
For Scorpion I have no clue why it's not working, he has everything to work.

For Felstalker and Ravager the files are very unconventional, there are no animation files.
The animations seem to be all stored in the pet_name.skeleton file.
It will be hard to fix...
I didnt notice they dont have separate .SKELETONs for each animation.
@Vkoslak for the scorpion are the anims actually embedded in the main .SKELETON as @Korzeam guessed? That makes it hard to give them attack skills or spells. Can they be broken-out?

The scorpion one should be broken out.  The animation file probably has the incorrect frame specified in it though.

For the others, I wrote a util that can seperate the skeleton file into its separate animations.

13
3D Modelling & Animation / Blender2Ogre wiki
« on: June 23, 2018, 07:12:38 pm »
I was looking for something else and found this today:

http://thrivegame.wikidot.com/blender-and-ogre-tutorial

This is mostly how I export to ogre format. Except the fork of the plugin isn't the one I use.

The official plugin (that I use) is here:
https://github.com/OGRECave/blender2ogre

14
Pet Variants Mod / Re: Pet Variants Mod
« on: June 21, 2018, 05:49:36 pm »
How small do you want the scorpion? It is really easy to scale it with ogre mesh magic since when I exported it all the animations were in one file.

I suppose I could make "assorted sizes scorpions"  :D

15
Pet Variants Mod / Re: Pet Variants Mod
« on: June 20, 2018, 10:11:37 pm »
I pulled down the sw_pets mod to check out goba to see what error you guys are getting.

goba_pet runs fine in guts.

Is there anything in your ogre log?

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