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Messages - Bumbleguppy

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1
Bug Reports LOC AE / Re: OPEN BETA TEST
« on: 23 March 2019, 16:51:16 »
Edit: apparently, it does not affect all traps and does not happen 100% of the time.

Yeah, multiplayer bugs like these are just beyond the scope of the mod tools.

I can make a trap, add projectiles and build the mod. That's it. I'm helpless to address anything else.

I guess I could hit the side of my computer with a broom and yell "Come on, Emma!" BAM BAM.

2
Bug Reports LOC AE / Re: OPEN BETA TEST
« on: 19 March 2019, 19:43:23 »
This old bug. I really wish this had been fixed by Pieces/Nordic.

I will have to attach the club to the Jotunn's mesh to solve this.

Why did I think this bug was fixed? I should know better.

3
Other Modifications / Re: [Tutorial] PSEditor!
« on: 14 March 2019, 20:20:19 »
Light options are how the lights placed in the map editor work. Torches and braziers for example.

Choose a radius for the in-game light effect adjust the color. The color also determines the brightness based on the value of the curves, so you could have a light fade-in by having the slope start at 0 and go up.

The time is controlled by the emitter lifespan just like any particle effect.

You can add lights to your particle effect as well, like a quickly expanding flash for lightning.

The problem of course is seeing the light effect in the PSEditor lol

4
Other Modifications / Re: Customized animations cause crash
« on: 11 March 2019, 20:52:53 »
Well, put a larger existing effect in the dbr the animation points to? Like hydra breath pfx

5
Other Modifications / Re: Customized animations cause crash
« on: 11 March 2019, 19:35:15 »
Could it be that the orientation of the emitter is pointing down? The orientation of the attachpoint could be an issue and the effect is hidden by the mesh maybe?

6
Other Modifications / Re: Customized animations cause crash
« on: 10 March 2019, 02:29:15 »
Try using the original animation file unchanged but save and build it as though it was the altered version (name and location).

7
New Projects / Re: Titan Quest: Oakfall (Editor progress)
« on: 09 March 2019, 21:31:48 »
One warning, non-passable areas in the original game map are ignored by the Editor. They still exist in the extracted game map until you re-build a map section. So if you rebuild any map section, be sure to re-paint the non-passable areas in the editor and re-build pathing.

8
New Projects / Re: [CustomMap] Oakfall WIP
« on: 09 March 2019, 21:01:24 »
Is there an possibility to open the original Titan Quest map so it can be modified?

Here's a link to the game map I extracted:
https://mega.nz/#!94IjWQaa!0tG2WcGzqv70OkDGAZhmtFi8X2cgnHzRCh-1X82DRZE

Extract the "Levels" directory to a mod's Source directory root. Don't use the "Maps" for this. Xpack and Xpack2 are self explanatory.

Here's the World01.wrl and the World01.sd I forgot to add. Place them in the YouMod/Source/Levels/World directory.
https://mega.nz/#!shgmjK7R!zgItf1TSosSLLRCJHQt6Ii-Yfdz-pBWevLrj3582gQg

Once all is in place, right-click the World01.wrl file and "Auto Create Asset". Hit build and wait a while for it to build.

9
Other Modifications / Re: Customized animations cause crash
« on: 09 March 2019, 20:53:45 »
Here's my step by step (I have extracted all of everything from all archives a long time ago):

1. Change the effect path in the animation file's CreateEntity code in Notepad++. If it doesn't HAVE an existing Create Entity, add a line break after the very last "?" character in the animation file and put the createentity code there.
2. Save to my mod's Documents/CustomMaps/Mod/source/whatever directory (not working directory).
3. In ArtManger menu bar click on Archive -> Build.
4. Navigate to and add animation in the CharAnimationTable or the monster's animation slot.
5. Build mod.

I don't bother moving anything when I build, so when ArtManager prompts to delete animation files on the first build after booting it up, I just click "No to all".

If there's anything I want deleted from the archive, I click "No" on every one of the hundred or so animation files one-by-one until it prompts for the file I want to delete :D

Not efficient, but I don't delete much at this point.

10
Bug Reports LOC AE / Re: OPEN BETA TEST
« on: 06 March 2019, 01:51:43 »
I've noticed a weird seam on the map in the Broken Bridge/Athenian Passage area, decided to check it out.

Apparently, we can swim now  ;D

Okay, thank you. I went into the game map and re-painted that area with the no-passing tool.

11
Texture & Skin Modding / Re: Beware...
« on: 01 March 2019, 02:45:40 »
This creative mind has been sleeping for too long. Nice to see it unleashed ^^

This.

12
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 28 February 2019, 18:47:27 »
I'm burned out right now and can only work on skins.

I feel ya brother.

I am so burned out I can only work on nothing :D

13
General Gameplay LOC AE / Re: Gameplay Videos
« on: 26 February 2019, 22:27:24 »
Epic Ranger in the Orient



14
Bug Reports LOC AE / Re: OPEN BETA TEST
« on: 26 February 2019, 03:45:32 »
I dunno, I'm not really stressing out about it.

I'm old and I can't sell it so I don't really have any motivation besides making people happy.

15
Bug Reports LOC AE / Re: OPEN BETA TEST
« on: 26 February 2019, 01:18:46 »
Yeah, writing has never been my strong suit. It will be a couple weeks before I can compose anything meaningful.

I am exhausted just thinking about it.

For the technical part, have i to do something with TQ vault ?

What version are you using? I have only the TQVaultAE.exe version. You have to activate the "custom maps" and restart and then select the mod from a dropdown list. My version still crashes on some items.

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