Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Modifications => Other Modifications => Topic started by: koderkrazy on 09 June 2018, 09:19:44

Title: [Mod] TQ_Bulb
Post by: koderkrazy on 09 June 2018, 09:19:44
This mod reduces darkness at night or in caves. What it does is, it adds one unlocked skill, named Bulb, to all mastery. As soon as you select mastery at level 8 you'll get to equip the skill in one of the slots at the bottom. When you use the skill it creates a light source above character's head, and it starts emitting light over 100 meter radius.

This is better solution to the problem over stopping day night cycle or freezing time at day.

Here is the Ampelian cave normally:
(https://image.ibb.co/e905JT/6_actual.jpg)


And after turning on the Bulb:
(https://image.ibb.co/hGV5JT/7_with_Bulb.jpg)


Here is how you select the Bulb:
(https://image.ibb.co/mvswQ8/5_Select_Bulb.jpg)

Download link: http://bit.ly/2HxDbO5 (http://bit.ly/2HxDbO5)
File: tq_bulb.7z
Size: 24 KB
Tested on versions 1.54 - 1.57

Installation instructions:
Code: [Select]
1) Make sure you have the CustomMaps directory exist in game save location:
    C:\Users\<userName>\Documents\My Games\Titan Quest - Immortal Throne\CustomMaps
    If not then create one.
2) Extract tq_bulb.7z in CustomMaps. It should look like this:
    C:\Users\<userName>\Documents\My Games\Titan Quest - Immortal Throne\CustomMaps\tq_bulb
3) Run the game. And go to 'Play Custom Quest'.
4) Select any character or create temporary one if none exist. Select any difficulty.
5) In Map section select [b]tq_bulb - bounceme.map[/b] And click start.
6) You'll get warning, saying it could be a bounce mod. Select ok.
7) Notice you are on main quest menu. Select your character and difficulty and start.
8 ) Enjoy the game play! :P

Note:
1) This skill will be available only if you have at least one mastery selected.
2) It won't show on mastery tree, but will be available for selection in skill slots below.
3) Effect of light will vanish if you turn on any other aura\trance skill after enabling bulb. Simply turn off and turn on the bulb again.
This is because game shows only one effect on character at a time.
For example, use Crushing Vortex  scroll. Notice, dark blue vortex effect. Then turn on sills like DeathChillAura, or any Trance (Empathy,Convalescence etc) The vortex effect will disappear even though scroll is still in use.


Possible improvements:
Due to limitation mentioned above in point 3) in Note section. I am thinking of creating one glowing pet like Wisp(small white sphere from Storm mastery). So you could summon the pet in darkness.
I don't know how to make a creature permanently glow. Do I need to modify texture or something?

Any pointers/suggestions would be great.




Title: Re: [Mod] TQ_Bulb
Post by: nargil66 on 10 June 2018, 16:22:14
Can you make an Anti-Bulb mod (making nights and dungeons darker/more contrast)?

If you want to make a creature to glow:

Glow mesh:

1. Copy the mesh of the creature you want to glow and open it in MeshView.
2. Go to Mesh/Mesh v11/Shader and edit the shader's Float Parameter to StandardGlowSkinned.
3. In the same tab, click Add String Parameter.
4. Next, in the subtab, rename left "new parameter"of your new string to "glowTexture".
5. In the right "new parameter" add the path to your glow texture.
6. Save the mesh.

Glow texture:

1. Copy the normal texture of the creature you want to glow and open the copy in any image/painting program.
2. Paint everything black except the parts you want to glow. Use Hue/Saturation to adjust them to your liking.
3. Use the texture with the mesh you edited before.

Title: Re: [Mod] TQ_Bulb
Post by: koderkrazy on 10 June 2018, 17:44:41
Can you make an Anti-Bulb mod (making nights and dungeons darker/more contrast)?

It's easy to add a new light source, but to dim existing ones we need to modify them.

Detailed explanation:
Darker nights:
Each map has it's own DayNightCycle settings. Light colors could be modified there, I guess. Modifying game maps is not feasible.
There are moon and sun objects in game engine. Which are not configurable from database.arz. For this we need to patch these objects in engine.dll. Which I believe could be done only using Cheat Engine during execution of the game.

Darker Caves
As you can see in below image, there is no light in the cave apart from default aura of the hero and light from those mushrooms..
(https://image.ibb.co/e905JT/6_actual.jpg)
Caves and dungeon have multiple light sources(torch, totem, mushrooms, god ray). Looks like too much modification :(

In short: On top of sun, moon, sky light, and floor light each map and area has it's own ambient settings.

One experiment could be done is create an effect with black color as light. Don't know if it'll overshadow existing light or not. But things will look weird  :P
Title: Re: [Mod] TQ_Bulb
Post by: koderkrazy on 10 June 2018, 17:48:00
If you want to make a creature to glow:

Thanks for the detailed info :D

I am looking into this...
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