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Messages - nargil66

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1
Not even finished first tutorial... but thank you.

(I'm reserving this post for future use)

2
In the following tutorials I'll show you some advanced methods with meshes, templates and animations and how to utilize them to achieve impressive results. Tutorials to come:

Tutorial I - In the first tutorial you will learn about "randomizer monsters", how to create invisible meshes, and how to make your character to spawn with random default hair.
Tutorial II - The second tutorial will teach you how to mimic Grim Dawn's transmogrify system in Titan Quest, giving random looks to equipment (which is controllable to some degree).
Tutorial III - The third tutorial will show how to make helmets with attached "illusions", changing a creature's looks to another similar creature.
Tutorial IV - The fourth tutorial is about hiding attached items via animations. It will show you how to make a flavor animation where the character plays lyre, while making the lyre itself invisible in all other animations.
Tutorial V - The fifth and final tutorial is about greater creature transformations. You will learn how to make a creature to transform into a completely different creature, using animations with attached props.

Without further delay, let's begin!


---


TUTORIAL I - MAKING A SIMPLE RANDOMIZER

Tools and programs you will need for this tutorial:

Tamschi's ArcUnpack (to extract game resources):
https://mega.nz/file/wTwjUARL#7LKJUOgW3p3vb3mubp34ChV3uKVOQefyzyCTN1pOeew

Tamschi's MeshView (to edit meshes):
https://mega.nz/file/JfRiEKoY#ClnLQwMf-eO_Q7kHPvT7pOhe8WXOEGhHBlS8RoGKtck

ArtManager (to build your mod)


Step 1 - Extracting Creatures.ARC
Assuming you already have the mentioned programs, the first thing you need to do is extract the game's Creatures.arc, where the meshes you need are located.
To do that, copy or drag Creatures.arc and place it/paste it over the ArcUnpack.exe. It will be extracted automatically in the same location you copied it from. OR, if you don't want to do this every time: right click on the 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.



Step 2 - Extracting OBJ Data from Mesh
Now, in the extracted archive, browse to the following directory "Creatures/PC/Male". Inside you will see the male character mesh - "malepc02.msh". To open it with MeshView, right-click on it, and in the dropdown menu pick "Open With..." and in the window that opens tick "Always open with this program". Then browse to MeshView.exe and click on it. From now on all .MSH files will automatically open with MeshView.



Inside the opened mesh, go to "Mesh/Mesh(v11)" and click on "Save Partial Data (.OBJ)":



Then save the model as object file in a desired location, picking a name for it:



In this case I just made a folder named "TutorialMeshes" on my desktop and saved it there:



Why did we extracted the male mesh as OBJ? Because we will use it to "corrupt" the female mesh, making it invisible. You'll see how in the next step.

Step 3 - Creating an Invisible Mesh

Ok, now close the male mesh and in the extracted Creatures folder browse to directory "Creatures/PC/Female". Inside is located the female mesh - "femalepc01.msh". Open it, and again go to "Mesh/Mesh(v11)", only this time click on "Replace Data (.OBJ)":



In the pop-up window that appears, browse to the malepc.obj you saved before and click on it:



This will replace the female model geometry with male one (while preserving the female bones), but since the two models are too different, the female model will just become corrupted - no shaders or textures will ever show on it. Now all that remains is to save the new invisible mesh you created:



Pick a name and location (I used the same folder from before):



Gratz, you created your first invisible mesh. You can do many cool shenanigans with invisible meshes, and they will be essential in almost all of the following tutorials. For now this mesh is all we need to make our hair randomizer.

Before we continue, I want to give you a brief introduction of how this system works.
A randomizer is basically a monster with no animation, which is attached to an invisible piece of armor (best option is to use a helmet, because you can link that helmet in DefaultHeadPiece of the base creature).

Why using a monster as a randomizer you may ask... for several reasons. Monster template allows the attachment to spawn with random meshes and textures, to have its own sounds and effects (possibly even skills), and to equip a loot tables of items... the possibilities are endless.

In the given example it goes like this:

1. Pick a base creature, in this case the female character
2. That creature wears an invisible helmet, in this case we choose the default female hair
3. In the invisible helmet mesh attach a link to a monster (also invisible and with no animation, so it follows the base creature's bones)
4. That invisible monster can equip a loot table of different hairs (visible), so it appears that the base creature is wearing them.

I hope this explanation is clear enough for start (at least for modders). If not, just follow the tutorial to see it in action.

Step 4 - Setting up the mod

Now that you have the mesh, open ArtManager and create a new mod in "Mod > New..."



I named mine "_MeshTutorial1" (the "_" in front will send it in the end of your mod list, so it won't mess up with your other mods:



After creating the new mod, right-click on Source folder to create new directory:



I named mine same as the mod for consistency:



Now, in the new created folder (inside ArtManager) right-click on an empty space and choose "Import":



Then in the pop-up window, browse to the invisible female mesh you made before and click on it to import to this folder:




Ok, you are set up. For this tutorial you will need two separate instances of the invisible mesh for the randomizer. Right-click on the invisible mesh to copy it:



Then right-click again on an empty space to paste as a copy:




Now, rename one of the meshes to "helmet_femalepc01_invisible.msh", the other to "monster_femalepc01_invisible.msh", to tell which is which later:



Now, in ArtManager switch to Database section and click on "Database > Import Record...":



Then browse to the following DBR directory - "Records/Item/EquipmentHelm/Default/FemalePC01HairHelmet.DBR":



After that, open the folders on the left and browse to the DBR you've just imported:



Make a copy of it and rename the copy to "FemalePC01HairHelmet_Original.DBR". You will need that for later.

(To be continued)

3
Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 30 April 2021, 02:56:12 »
Some previews from the upcoming Battle Nymphs III:

Naiad (hair is imported from Sims 4, credit goes to the original author)
Spoiler for Hiden:


This is the latest model, face and body are improved.

Sylvan Nymph rework (more human like):
Spoiler for Hiden:


More forest themed:
Spoiler for Hiden:
And so on :) there will be many variations this time. I had a request on Nexus to enable dyes on nymphs again, so i will this time.

Last few weeks i had a classic burnout, currently recovering but still working slow, so please leave requests for later if you have any.
 

4
I remember it was a topic of great length in the oldest forums about how monsters that die from Plague don't grant xp. I wonder if the new devs ever addressed that?
I believe they fixed that in one of the previous patches, don't remember which.

5
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 24 April 2021, 01:54:36 »


Nemean Boar looks amazing :D

6
Humor / Re: Funny Videos
« on: 23 April 2021, 19:54:42 »
Well, if the "trailers" seem stupid/nonsense, they can fit any random Rob Schneider movie :) That's also the meaning of "derp" - stupid or meaningless.

7
Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 23 April 2021, 19:50:34 »
Thank you both :)

Suzanne, why do you think second is Korean? The symbol maybe?

And BG, feel free to "steal" anything you like, i don't mind at all :D

8
Humor / Re: Funny Videos
« on: 20 April 2021, 15:18:39 »


Followed by sequels :)) :




9
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 19 April 2021, 20:53:57 »
Relic sounds like a neat idea. Amulet is better than torso I think, since there are more build specific torsos than amulets. But I'm not an expert, since I rarely reach higher difficulties.

10
New Projects / Re: Combat Reforged: Improved AI Mod ( WIP )
« on: 06 April 2021, 20:40:04 »
It looks very interesting. Looking forward for the release, keep up the good work!

11
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 29 March 2021, 09:09:30 »
Seeing this a bit late... welcome back BG  ^-^

12
Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 23 March 2021, 15:33:04 »
Reworking Nuwa:

Spoiler for Hiden:
Lower body (Serpent) is not ready yet. Everything is WIP.
Edit - Added snake tail:
Spoiler for Hiden:
Edit 2 - New color theme, more fitting for a Goddess :) :
Spoiler for Hiden:
Edit 3 - Final tweaks before export - thinner and more graceful snake body (you can compare with second spoiler):
Spoiler for Hiden:
Edit 4 - Imported:
Spoiler for Hiden:
Old version to compare:
Spoiler for Hiden:
Edit 5 - Some tweaks on textures:
Spoiler for Hiden:
Most things are set up with models and textures, so i'm starting the animations for Nuwa and Bastet for The next version of Fallen Gods.

13
Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 21 March 2021, 17:48:50 »
A new version of Wild Cats (Wild Cats 2) is now on Nexus.

Wild Cats 2 Addon Mod
This mod turns the female character into a cat-like Maenad. It is an addon mod - to play it, unpack the folders in your main game's Database folder (not in Custom Maps!). Make sure to remove previous addon mods if you have any.
The mod is compatible with Titan Quest AE, Soulvizier AERA and Enhanced Gameplay Atlantis ("hard mod" versions only!).

Features
1. The vanilla maenad model has been reshaped in Blender to be prettier and more gracious. All human armors fit better now, except helmets, which are made invisible to avoid clipping (they will still give bonuses on equip).
2. All 16 Greek dyes are replaced with Maenad skins from Soulvizier mod (credit goes to Amgoz1 for making them, 1 skin from Swift Nimblefoot)
3. The mod also replaces the models of all in-game maenads (in vanilla and Soulvizier, including heroes and mercs) with the new custom model.
4. Female character animations are human-like, but most have animated tail.

Previews
Imgur is down atm, so i give a different link:
https://postimg.cc/gallery/gnmmRB6

Downloads
Mega - https://mega.nz/file/hLIikJDb#WhF6Y4OZJXCQrY1AawQ2umk6KyNj1p5jOJhcCXACvgI
Nexus - https://www.nexusmods.com/titanquestanniversaryedition/mods/12

14
Forum News and Info / Re: Birthdays
« on: 20 March 2021, 21:31:47 »
Happy birthday Sauruz! I wish you the best in real life and in modding!
I have a small present (see attachments)

15
Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 20 March 2021, 15:26:08 »
After one sleepless night, here is the reworked Bastet:
Spoiler for Hiden:
Old model to compare:
Spoiler for Hiden:
I dedicate this model to my cat Freckle, who passed away two years ago. She was one of the best friends and companions i've had, much more than just a "pet". I hope shes looking now from the cat Paradise :)

A new version of Fallen Gods is coming soon.

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