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Messages - nargil66

Pages: 1 ... 171 172 [173] 174 175 ... 179
2581
Music / Re: What Music are You Listening to now?
« on: 30 November 2017, 17:43:47 »


Prodigy - Run with the Wolfs

2582
Other Modifications / Re: [MOD] CaravanXL for TQ:AE 1.45
« on: 30 November 2017, 10:26:25 »
Ragnarok update is used only from Custom Maps. Move the entire "caravanxlr" folder (containing the database and resources) to your "My Games/Titan Quest Immortal Throne/Custom Maps" folder.  The old 1.45 version is incompatible with Ragnarok, don't use it.
EDIT: See first post, there is an update.

2583
New Projects / Re: Deities Mod - Early Development
« on: 29 November 2017, 23:48:32 »
Ok, I got pizzed enoguh from my minions not doing any dmg. The attackhit method didnt work for some reason, so i just made 20 swords and 20 shields and boom - they became killing machines  :D Nessus fell in seconds. Here is my crappy looking hero saluting his badass troop for first victory:



Man, this moding thing is super fun when things work right :)

If anyone is still wondering what exactly is a Spartoi, here is some info from theoi.com:

Quote
THE SPARTOI (Sparti) were a tribe of warlike, earth-born men which sprang fully grown and armed for battle from the sown teeth of a Drakon (Dragon) sacred to the war-god Ares.

The first of the Spartoi were sown by the hero Kadmos (Cadmus) from the teeth of the Drakon of the Ismenian Spring of Thebes. As they were sprouting from the earth, he cast a stone amongst them and they fell to fighting. The five survivors afterwards assisted Kadmos in founding the city of Thebes.

A second batch of Spartoi was sown by Iason (Jason) in the fields of Kolkhis (Colchis) on the Black Sea--a task demanded of him by King Aeetes in his quest for the Golden Fleece. Like Kadmos Iason threw a stone amongst the sprouting warriors and they slew one another in battle.

Edit: And here comes the big boss :):


2584
New Projects / Re: Deities Mod - Early Development
« on: 29 November 2017, 20:37:14 »
Thanks, i'll stay to the current map then. I easy switch my focus on other stuff, which doesnt help.

I made some new effects and textures for spartoi and warbanner, to be more in the fiery/bloody theme of Ares:

[missing]

I'll try making the proxies tomorrow, now im doing new effects. Already did the battle rage + all battlerages from the inside folder, which apperaed to do nothing :/
I' add them to some of the modifiers maybe, now sure which yet.

2585
New Projects / Re: Deities Mod - Early Development
« on: 29 November 2017, 18:53:33 »
Quote
Are you including the game map in your mod? Then you just create a proxy file, add pools to it and add it to the map.
Which one is better? I have 0 experience with maps and im not sure. After trying Ragnarok, im seriously considering to not include the new areas. I know most people will not be happy, but tbh Ragnarok breaks the old TQ feeling for me. And the mod will be about Greek gods, not Norse. The new meshes and materials from Ragnarok however will definetly be in. If i ever learn how to make maps, i would include more areas closer to Greece, like Phrygia, Thrace, Scythia and expand ancient Babylon. But these are just my dreams, lol.
If i include the old map, will it break many paths in the database? Or maybe i should turn back and start building over plain Anniversary?


2586
New Projects / Re: Deities Mod - Early Development
« on: 29 November 2017, 13:27:35 »
Finally finished the mesh adjustments for vanilla maenads. They can wear most helmests now, greaves still cause sone clipping, but fit the leg better than before:

[missing]

Even satyr hood doesnt look too bad :):

[missing]

Here is Mesh data for the Maenads:

Quote
AttachPoint
{
    name   = "Lower Body"
    origin = (0.007000, -0.033000, -0.066000)
    xAxis  = (1.050000, 0.000000, 0.000000)
    yAxis  = (0.000000, 1.000000, 0.110000)
    zAxis  = (0.000000, 0.000000, 1.060000)
}
AttachPoint
{
    name   = "Upper Body"
    origin = (0.000500, 0.000000, 0.011500)
    xAxis  = (1.011500, 0.000000, 0.000000)
    yAxis  = (0.000000, 1.000000, 0.000000)
    zAxis  = (0.000000, 0.000000, 1.011500)
}
AttachPoint
{
    name   = "Head"
    origin = (0.002200, 0.022000, 0.002200)
    xAxis  = (1.04400, 0.000000, 0.000000)
    yAxis  = (0.000000, 1.004000, 0.000000)
    zAxis  = (0.000000, 0.000000, 1.033000)
}

I'm having trouble making a proxy in Egypt to spawn my variant of Bastet Minions. Tried yesterday to just copy all the Bast proxy data from LoC, but they just dont want to appear. Clearly the gods of modding doesnt allow cheating. Also tried to edit Character.tpl and changed DefaultHeadpiece variable to array, hopin there can be some way the char can randomize starting hair. Not working either, character just equip the first hair in the list :(

2587
New Projects / Re: Deities Mod - Early Development
« on: 29 November 2017, 04:11:34 »
Well, i tried both things - change animation and mess around with the scale... also tied to make the skeleton the armor and fit it inside the body. Maybe if there is a way to add a separate animation for armors...
I can send you the files or meshdata, whichever you prefer. You might think of something i havent.

What's going on in the last image LOL

The satyr shaman had a surprise from behind ;)

2588
New Projects / Re: Deities Mod - Early Development
« on: 28 November 2017, 19:45:17 »
Your idea was good. If I had the knowledge of Tamchi, probably would succeed.

This is the problem:

Best i can do is delete the skull and the textures which go outside, from ribcage and down everything fits good.
And just a funny picture:

2589
New Projects / Re: Deities Mod - Early Development
« on: 27 November 2017, 23:37:36 »
Probably, if they are the same size. The "armor" will copy the skeleton animation. Cant say for sure untill i try it tho.
Btw, I haven't forgotten i promised you to make rakshasas.. but lately this modding thing is sucking the life out of me, lol. All I was able to do today was to finish the draft for Hephaestus skill tree. I updated the post on first page. I totally stole your sling trap from Demigods, its an awesome idea.
Edit: I tried making skeleton in both a wraith an a shade, but the animation didnt overlap perfectly and it doesnt look good :/

2590
New Projects / Re: Deities Mod - Early Development
« on: 26 November 2017, 21:52:23 »
The leveled weapons idea is tempting. But you said before there is a problem with invisible meshes in multiplayer. I'll have to attach them to the creature mesh an make 20 different meshes. And i dont know how to do it yet...
I'll do the handhit for now. The current spartoi weapons are just for looks and do 0 dmg anyway.


2591
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 26 November 2017, 15:17:47 »
A minimod that replaces default female hair with long:

Spoiler for Hiden:


She will still have ponytail when equipping a helmet tho.

Download:



2592
Other Modifications / Re: Invisible markers for Camera Mods
« on: 26 November 2017, 11:25:20 »
Ok, here are the next obstacles in making the Camera mod look better:

Spoiler for Hiden:

1. Sky is black. If there is any way to make it blue, it will improve the experience alot. I searched the net and maybe it can be done with Unity 3D, but im not sure if it doesnt apply only for games made with Unity. Adding a skybox will be even better...
2. Some monsters and NPCs trigger their animation only in close range. I have no idea which file corresponds for animation distance.
3. Even when animaton is triggered, when the creature goes far from the player, it freezes. No idea how to fix this too.
I'm sure there is a solution at least for points 2 and 3, as in many places you can see monsters and npcs acting normally in the distance (e.g. Spartan Camp soldiers fighting satyrs, the far monsters you see from the cliffs near Megara, etc.)

If anyone knows how to fix any of these problems, please tell me. I would fix them, even if i had to rework every creature file in the game. The movie experience with the camera mod is totally worth it.

2593
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 26 November 2017, 10:26:18 »
you can, but all hats in real life must be reworked too...  :))

2594
New Projects / Re: Deities Mod - Early Development
« on: 26 November 2017, 01:51:42 »
With your help, the skill finally appeared :)

[missing]

There is only one problem - once the skill is triggered, spartoi basic attack starts doing 0 dmg. When boiling blood is inactive, it hits normally. Man, wtf...
Sorry to bother you with this, you're probably busy enough with v2 and new expansion.

 



2595
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 26 November 2017, 01:14:32 »
You are talking of the Allskins mod? Yeah, i'm planning to do something like it.
To do a different color hair for female all helms in the game need to be reworked... if you dont want the girl turn brunette every time you equip a helm or circlet. And thats a lot of work.


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