Author Topic: Titan Quest - Titanomachy Mod ( Development )  (Read 217628 times)

0 Members and 5 Guests are viewing this topic.

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #45 on: 30 March 2019, 14:21:54 »
rune mastery files

THANK YOU! you are life saver :D

Looking good. Are you only adding Champion units or are you also adding Hero monsters?

Very thanks W.N.G, i have plans adding heroes monsters along side of new groups, but i will leave then as last thing to do same as bosses, since they are the easy part of the concept. First im working and design the whole groups/proxies in 1st act, then i will focus on then.

 ^-^
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #46 on: 31 March 2019, 00:53:17 »
Started adding the ratmans.

Do you know ratman have -15% of POISON resistance and bonus 15% fire resistance ? for what i know, rats have protection around poison elements and not vice versa.

No worries,  i erased that non sence, plus the ratman groups are the biggest you will face in 1st act, well they are rats, they live in huge packs :)

Just need finish the ratmans clan leaders and they are ready to ambush you , but only tomorrow because today im litle tired. :-[
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline botebote77

  • mage boy
  • TQ Titans
  • Full Member
  • *
  • Posts: 1612
  • Country: 00
  • Karma: +14/-2
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #47 on: 31 March 2019, 04:50:36 »
Do you know ratman have -15% of POISON resistance
maybe the devs were thinking of racumin  ;D
i are TQ titans
i are many people

Not Yet Rated!

Offline nargil66

  • Forum Moderator
  • Full Member
  • *
  • Posts: 2490
  • Country: bg
  • Karma: +67/-1
  • Gender: Male
  • Mesh-Texturing Beautifier :)
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #48 on: 31 March 2019, 06:28:23 »
Can you add some poison an petrify resistance to gorgons? They are snake women and use petrify, should have protection against it.

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #49 on: 01 April 2019, 01:38:20 »
Can you add some poison an petrify resistance to gorgons? They are snake women and use petrify, should have protection against it.

Sure thing! i will do it when i reach to the gorgons.

well today i didnt move much as i wanted, i was wondering why my textures for the new ratman were looking clunky and messing than the vanilla ones. well the reason was simple i imported wrongly  new textures, affecting the cleaning option when i turned their files into targa. Doing that for 13 new textures taked some time. oh well glady its fixed and i can tell its done.

Time to focus on phoencian swamp monsters, thinking for itchians/turtles, maybe corrupted naiads ? since this area is kinda small it doesnt need much variation in groups, and since im good doing some human textures, i will give it a try.

If anyone have any idea for the swamps just post it here.

I have the concept for athens marsh already built.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #50 on: 01 April 2019, 23:53:43 »
Didnt like how small is phoencian marsh, so i played a litle with editor tools and extended few meters the area



I might extend a few areas here and there
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline botebote77

  • mage boy
  • TQ Titans
  • Full Member
  • *
  • Posts: 1612
  • Country: 00
  • Karma: +14/-2
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #51 on: 02 April 2019, 00:59:58 »

If anyone have any idea for the swamps just post it here.

if you're looking to add a mini boss, i can think of one: scamander.. river god in Greek myth.. almost killed achilles

https://www.greeklegendsandmyths.com/scamander.html

i don't think the name was used in-game? only problem i can think of is it sounds like..... fantastic beasts?  ::)
i are TQ titans
i are many people

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #52 on: 02 April 2019, 13:10:37 »

If anyone have any idea for the swamps just post it here.

if you're looking to add a mini boss, i can think of one: scamander.. river god in Greek myth.. almost killed achilles

https://www.greeklegendsandmyths.com/scamander.html


Very cool ideia! i already noted his name on my to do list

And a made 2x new monsters only found around the area

Scamander Maiden and Scamander Beast


i don't think the name was used in-game? only problem i can think of is it sounds like..... fantastic beasts?  ::)

I dont think it was ever used ingame, and yes  when i google his name, only found posts about fantastic beasts ahah
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #53 on: 02 April 2019, 16:56:40 »
New look of phoencian Marsh



After my sucefull atempt on expanding the marsh, i went back on my progress and re-worked on few areas

What can I say...Ambrossos farmland is in Big chaos ;)
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #54 on: 04 April 2019, 01:36:49 »
I think i finish post Parnassus area. Tomorrow will focus on Mountain satyrs.


Sometimes i really dont understand the game maths, imagine this, a maenads poll have 5 types of trash monsters and 12 types of champion types ( from melles, archers, casters, beasts), every single monster have same value of weight.

BUT STILL, the game enjoys of spamming same  types ARCHERS in every single group. I mean cmon! give me a break >>

So i re design the post parnassus maenads pools to fix this non sence, it helped a bit, but the archer population is still big.

Shrugs,

Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #55 on: 05 April 2019, 16:40:32 »
Made several new mountain satyrs textures, using the mountain texture.

OH my...they looked so dam ugly ingame, tht texture dont work as i tought.

Then i tried with normal satyr texture and the results are much better, so re made all previous ones.



Time to focus on boarmen, but only later today.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline Bumbleguppy

  • D'oh-ist Mage
  • Forum Moderator
  • Full Member
  • *
  • Posts: 884
  • Country: us
  • Karma: +42/-0
    • View Profile
    • Awards
  • Time Zone: -8
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #56 on: 05 April 2019, 19:16:04 »
As far as Boarman, I think I had great success in playing with their atctor variables -> scal to make multiple different sizes to make them look really like different kinds of boarmaen,

Keep it up sauruz!  :))

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #57 on: 05 April 2019, 22:24:59 »
As far as Boarman, I think I had great success in playing with their atctor variables -> scal to make multiple different sizes to make them look really like different kinds of boarmaen,

Yep, i been playing around with the scale factor, im guessing theres no way i can put various scale in one monster file, right ?

Keep it up sauruz!  :))

Very thanks :D! That means alot :)

I need your help/advice.

Satyr shamans...why they are so passive ? i even take the heal skill but he behaves the same, rarely attck, prefer going on melle range.

I even copy a satyr fire mage file , and replaced with the healer, didnt work .

If i put the heal abilitie in special skill name parameter he starts to heal me lol
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline Bumbleguppy

  • D'oh-ist Mage
  • Forum Moderator
  • Full Member
  • *
  • Posts: 884
  • Country: us
  • Karma: +42/-0
    • View Profile
    • Awards
  • Time Zone: -8
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #58 on: 05 April 2019, 23:17:59 »
Could be controller, some controllers have the random emote so they do an emote animation instead of acting. Try substituting a new controller like the xpack hero mage or hero ranged controller.

Also check the Monster and Character tabs in their files for alert or rampage and other things that they may be set to do instead of act.

There is a way to have different scaled monster in the same monster file but it requires using the MeshViewer.

Open the mesh for boarman02 in MeshView.

Under the Mesh tab, click the Mesh(v11) tab. So Mesh -> Mesh.

Right under the view window you will see the button "resize".

Click it. It opens with a "1" in the text box. THis means 100%. If you change that to 0.5, and click "ok" it resizes the mesh to 50% of the vanilla size.

You could do like 0.95/ok/save, the 0.95 again (which is 95% OF the resized 95%) and save each resized as a separate file like boarman02_95, boaman02_90 etc.

Now get them in your assets in game however you do it.

Now open the monster file for the boarman and click on the Monster Parameter tab.

Look for the "monsterMesh" entry and click in teh empty entry.

A box pops up. Click the "New" button a couple times to add a few entries.

In the top box of the window click the "...". Navigate to the new mesh assets one at a time and add them one by one to the new entries to create a list.

Click okay.


Now when the monster spawns in game it will have one of resized but otherwise identical (animations, texture, bump texture etc) meshes.

Take a look at any of Warfare's Ancestral Warriors in their Monster Parameters -> Monster Mesh to see the finished product.

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Topic Author
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Titan Quest - Titanomachy Mod ( Development )
« Reply #59 on: 06 April 2019, 01:36:50 »

Under the Mesh tab, click the Mesh(v11) tab. So Mesh -> Mesh.

Right under the view window you will see the button "resize".

Click it. It opens with a "1" in the text box. THis means 100%. If you change that to 0.5, and click "ok" it resizes the mesh to 50% of the vanilla size.

You could do like 0.95/ok/save, the 0.95 again (which is 95% OF the resized 95%) and save each resized as a separate file like boarman02_95, boaman02_90 etc.


Just want to tell you, i could get it worked :)

One of the attempts, ( the boarman) 


Looks to cute to harm :( :p


The satyr war camp before gorgons, its so much fun!  O:-) >:D
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Tags:
 


SimplePortal 2.3.7 © 2008-2024, SimplePortal