Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - nargil66

Pages: 1 ... 97 98 [99] 100 101 ... 167
1471
Texture & Skin Modding / Re: Tips & Tricks in Reskinning
« on: 03 March 2019, 12:48:18 »
Ok, here are some basic tips and tricks with reskinning. Just have in mind that my knowledge is limited, and I dont have much experience with Photoshop or even Gimp. Still using Paint.Net, because is simple to learn and has clear interface. If you CAN use something more advanced than this, i recommend you to use it instead. I'll try to explain things in general, so you can apply them with any painting program. Let's begin:

Tip #1 - Extracting the .TEX file you want to edit from the .ARC archive

You can use several programs to do that:

ARC Explorer
ARZ Explorer
ARC Unpack


You can find all 3 here:
https://mega.nz/#F!ALAwVQaD!EQB8u085VJZwGIuQuVq2Nw

ARC and ARZ Explorer work in the same way, but I recommend using ARZ Explorer - it has all features from the first one, but can also extract the game's records (.ARZ)
To use it, run the program, browse to the .ARC file containing the file you want to edit and load it. Now you have two options. First one is to extract the entire .ARC archive. To do it, go to "Extract"> All Files". The second option is to extract only the .TEX file you need. To do it, browse to it's location in ARZ Explorer, select it, and then go to "Ëxtract > Selected File". A window will pop, where you can choose a location to save it to.



ARC Unpack works in a different way. To use it, copy or drag the .ARC you want to extract and place it/copy it over the ArcUnpack.exe. It will be extracted automatically in the same location you copied it from. OR, if you dont want to do this every time: right click on any ARC file > choose "Open with...", tick "Always open with this program", then browse to ArcUnpack.exe and click on it. From now on all .ARC files will unpack automatically when you double click on them. I personally prefer this method.



---

Tip #2 - Extracting the .TEX file itself

You can use two different programs to extract .TEX files:

1. Texture Viewer:
https://mega.nz/#!1fBwUAbZ!IM9tjs8J0kIB3qJXTXIT8qOUJzbZI0pECalbDi-mZzE

2. TQ Texture Tools:
https://mega.nz/#!pPJ10C7D!d4c1smzJp0BOzU7igreZv_3cmIkDEUQtghT-Y4GxqfU

Each of these programs has it's own advantages, I recommend you to use both for different cases.

Texture Viewer - To use it, run the exe and browse to a .TEX file you have extracted from an .ARC, then open it. It will show the texture. Then go to "File > Export", choose a file format for the extracter file (TGA, JPG or PSD) and save it where you want.



TQ Texture Tools - It works similar to ArcUnpack in the previous tip. To use it, copy or drag one or multiple .TEX files over TQ.Texture.Extract.exe. It will unpack them automatically in .DDS format. OR, if you dont want to do this every time: right click on any TEX file > choose "Open with...", tick "Always open with this program", then browse to TQ.Texture.Extract.exe and click on it. From now on all .TEX files will unpack automatically when you double click on them.
The disandvantage of TQ Texture Tools is it adds a background when unpacking bitmaps (like the item pics for inventory), and extracts only to .DDS (not a readable format from the game). Its advantage is the .DDS texture can be loaded in MeshView over a mesh. The other advantage is that the DDS can be quickly recompiled back to TEX with TQ.Texture.Compile.exe with drag and drop, without building in ArtManager.

---

Tip #3 - Extracting the model's grid for texturing

There are two programs that can do it:

1. TQ Grid Extractor:
https://mega.nz/#!1GIUgA6I!f10UHD6B6bZx0Ngu9-s2tcWcWjZ7TYX0Wz7oY0TGU2c
To extract the grid, drag and drop a .MSH file over the TQ Grid Extractor.exe, like in the previous tips.

2. MeshView
https://mega.nz/#!oXYiQKQC!4jz-4ITdfWTOBjLA8A-GuTXMzy4zvIpJkg6pvY-ZdLk
MeshView can also extract the grid:



To do it, open your chosen mesh in MeshView and go to "Mesh > Mesh(v10/11) > Draw Call" and on the right click on "Save Grid". Name your grid and after the name put a .PNG extension, then save.



In your image editing sofware, place the extracted grid on another layer over the texture, if you want to see easily it's borders end.



---

1472
Soulvizier AERA / Re: Soulvizier AERA
« on: 03 March 2019, 10:29:45 »
I can help with hero reskins, that's the least I can do. Wouldn't be modding right now it Soulvizier and LoC didn't exist. My first attempt to mod ever was for changing soul summons in SV...

1473
New Projects / Re: Deities Mod - Development
« on: 03 March 2019, 10:12:09 »
Agreed the 'godly aspect' is missing.. but damn he still looks mean! Nice work bro wish I could re-texture items lol I'm sure I could but just haven't tried as yet
Check the textures section later, i'll post some tricks, if you ever have the time to try :)


1474
New Projects / Re: Deities Mod - Development
« on: 03 March 2019, 04:46:07 »
Ares concept v1:



I went for more classical look for this one. And yet... something is missing. Too much human...



Spartoi still has the lead, damn.

1475
New Projects / Re: Deities Mod - Development
« on: 02 March 2019, 22:41:26 »
In various concepts Ares has a cloak, which is lacking here, but I don't know any specific item

There is Alexander's Cuirass which has a cloak and is very greek-themed.  I'm not very familiar with Ragnarok items though so possibly could be something better there.

A thought I had Nargil is that perhaps he also needs a Pauldron (shoulder guard) to help attain the more badass look? Some Suggestions for this;
Ferrus Gnosi Armor - golden twin Lion shoulder guards
Razorback Harness - huge pauldron and has a gladiator look to it

Also maybe try another helm but re-colour to suit... I've always thought Dieneke's Helm looked super agressive -
https://www.tq-db.net/equipment/dienekes-shade

Also, man you are a machine! Seems like you've been doing a lot if work on Deities.  The new custom UI art looks awesome, especially Hecate  ;D

You read my thoughts bro :D I was just trying Dienekes helm and its exactly what i need!
About the half armors - ferrus gnosi or its lite version - Odysseus armor maybe will do the trick. Diomedes armor is heavier but also fits, only needs retex. Razorback harness, or maybe Exotic Arachnos armor... Alexander cuirass - maybe ill use that for Athena.
Here is what i was able to collect by now:

Spoiler for Hiden:
Dont mind the spear/shield being invisible.

1476
New Projects / Re: Deities Mod - Development
« on: 02 March 2019, 21:45:11 »
In various concepts Ares has a cloak, which is lacking here, but I don't know any specific item (Ragnarok has some but would it look good ?).
Some concepts represent Ares with few clothes and armor (can see his chest skin), maybe you could try this.
Finally, there are some items with Ares name, but I suppose they don't fit your needs.
https://www.tq-db.net/equipment/ares-wrath
https://www.tq-db.net/equipment/ares-war-helm
Thanks for the suggestions! The cloak and the half armor ideas are very good, i'll try them for sure. Maybe use both, cloak can be attached as a separate entity. Also Ares Wrath is a cool spear, i forgot about it. It will need some reskinning to golden/bronze. About the helm, i dont think it looks epic enough. Just finished the new spear animation, will be back with some concepts soon.

1477
New Projects / Re: Deities Mod - Development
« on: 02 March 2019, 20:23:04 »
My first attempt to make Ares was a fail. I tried with Leonidas armor, to make something like this:
http://www.eliasillustration.com/product/ares-god-of-war-canvas-print/

But here is the result ingame:


He looks somehow... peaceful? Spartoi are way more badass and aggressive than him, ah he is their god, lol.
I think half of the problem is animation. I'll try to combine something between human and machae.
The other half i think is equipment. I'm open for suggestions here. If you've seen a cool concept of Ares on the net or you know an item you think that will fit him, let me know. I'm ready to try alot of gear combos - he MUST look cooler than his minions.

1478
New Projects / Re: Deities Mod - Development
« on: 02 March 2019, 14:01:23 »
Final tweaks (better face, fixed some issues, more colorful):

Spoiler for Hiden:

Ingame:

Spoiler for Hiden:




1479
New Projects / Re: Deities Mod - Development
« on: 02 March 2019, 12:18:08 »
Thanks sauruz, Hecate is one of my favorite deities, always wanted to see her ingame :)

After some manual tweaks, here is the filtered picture, as it will look in the mastery screen:
Spoiler for Hiden:

1480
New Projects / Re: Deities Mod - Development
« on: 02 March 2019, 09:38:51 »
Thank you. It still may change for the future, if i find a way to improve it.

Raw concept for the next mastery panel - Hecate:


1481
Other Modifications / Using Tamschi's MeshView
« on: 01 March 2019, 18:37:38 »
Original description of MeshView by Tamschi:

Spoiler for Hiden:
I'm working on a new mesh viewer for TQ and IT:



This is an early screenshot, but you can already see the default material. It's a gradient based on the texture coordinates, so the borders you see are where the texture is stitched.



The program supports loading more than one mesh at a time and the meshes' source folders are automatically scanned for textures. (The texture's extension is ignored, it starts with the shortest matching filename, in alphabetical order, then proceeds to the longer ones.)



Supported texture formats are TQ textures and XNA or WIC compatible image files:
tex, dds, dib, hdr, pfm, ppm, tga, jpeg, tiff, gif, png, bmp and HD Photo + any WIC plugins installed on the computer.



Additive shaders are rendered as emissive textures, so it is possible to preview glowing auras.



The background color can be changed the same way as the colors of the lights. Text inputs in MeshView are somewhat different from those in most other programs: Because there are no input dialogs or save buttons every input is applied directly to the rendering. If the input is invalid, the background turns red and the value is ignored until it changes to a valid one. If a valid value is entered, the text field's background turns green as soon as the changes are applied.
(In case there is an input that takes some time to process, the text field will first turn yellow and then green or red to show whether the changes have been saved.)

I finished the save module for meshes, so this is now a functional mesh editor.

The COLLADA export seems to be easier than I though: I finished a very basic export for vertex positions and normals! The code is relatively simple, so I should be able to add texture support and skeleton export in the next few days.



Imports are more complicated, but it's doable.

I finally got the texture coords working:



Softimage's crosswalk import seems to be picky about where I link the vertex parameters, so I moved it where every 3D program can understand it. I still had to manually select the textures, because the program didn't recognize the effect definitions. The next thing I want to add are bone definitions and proper rigging...

On a side note: I ran a test on some of the msh files: Most were working fine, but some of the shader definitions contained duplicate texture references. I added a workaround, but the exporter's behaviour may differ from the game's when loading these meshes.

The bone indices in the weights are a bit... strange. You can sort them manually with the panel under "Vertices".

---

I updated MeshView to version 1.2. It's now portable and you can import .obj files over existing meshes. It's similar to MeshDrawCS' import function in that you need a base mesh to load a .obj, but works properly, merges multiple normals per vertex and lets you import small meshes over larger ones to create objects with any number of vertices and triangles.
(The last one is untested, should work though...)

1482
New Projects / Re: Deities Mod - Development
« on: 01 March 2019, 12:40:07 »
The first custom mastery panel - Artemis - is done:



I'dont know if it looks better than before, but at least it's made by me, and not stolen. 8 more to go, lol.

1483
Texture & Skin Modding / Re: Beware...
« on: 01 March 2019, 03:02:51 »
Improved Satyr brute quest monster


Thanks for the trick nargil

It reminds me of the Butcher boss from the first Diablo :D

1484
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 01 March 2019, 02:47:59 »
Concept of new mastery panel for Artemis:

Spoiler for Hiden:

Edit. Adjusted belt.
Edit2: Final.
Edit3: One more edit. More stylized.

Spoiler for Hiden:

1485
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 28 February 2019, 22:04:22 »
Tamchi's MeshView. A quick tip: Convert the texture to DDS or PNG while you are still working on it and load it on Meshview (because it cant preview TGA's). Every time when you add some changes, save it in your image editor and reload the texture in the lowest "Textures" group. I don't know if this is the best way, it's just how i do it.

Spoiler for Hiden:

Pages: 1 ... 97 98 [99] 100 101 ... 167

SimplePortal 2.3.7 © 2008-2024, SimplePortal