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Messages - Prosoro

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91
Streaming and cool TQ videos / Re: Twitch Streaming Fun
« on: 15 March 2019, 08:42:28 »
 ;)

Streaming some TQ:AE, hoping to find some shiny legendaries!

Link: https://www.twitch.tv/prosoro

92
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 11 March 2019, 03:11:26 »
Ohhh a new mod added to the list!  :D good stuff Sauruz, I'll have a good read later on when I'm not at work

93
Art Manager / Re: Adding Custom Music and Ambient Sound tracks
« on: 08 March 2019, 06:02:28 »
Hey Sauruz,

Yeah I did have success eventually  :)  and have been meaning to update this with how I got it to work.  When/if I get time tonight I'll post something here

94
New Projects / Re: Deities Mod - Development
« on: 03 March 2019, 08:21:37 »
Agreed the 'godly aspect' is missing.. but damn he still looks mean! Nice work bro wish I could re-texture items lol I'm sure I could but just haven't tried as yet

95
New Projects / Re: Deities Mod - Development
« on: 02 March 2019, 21:49:40 »
In various concepts Ares has a cloak, which is lacking here, but I don't know any specific item

There is Alexander's Cuirass which has a cloak and is very greek-themed.  I'm not very familiar with Ragnarok items though so possibly could be something better there.

A thought I had Nargil is that perhaps he also needs a Pauldron (shoulder guard) to help attain the more badass look? Some Suggestions for this;
Ferrus Gnosi Armor - golden twin Lion shoulder guards
Razorback Harness - huge pauldron and has a gladiator look to it

Also maybe try another helm but re-colour to suit... I've always thought Dieneke's Helm looked super agressive -
https://www.tq-db.net/equipment/dienekes-shade

Also, man you are a machine! Seems like you've been doing a lot if work on Deities.  The new custom UI art looks awesome, especially Hecate  ;D

96
New Projects / Re: [CustomMap] Oakfall WIP
« on: 02 March 2019, 09:24:22 »

Great effort with that mountain cliff section, you could add some height fog there as well to give the player more of a 'being up high' feeling.
Once you have spent enough time with the Editor and its tools what are your plans Buri? Curious to see what your future project(s) will be  8)

Is there an possibility to open the original Titan Quest map so it can be modified?

Yes I believe there is but I've never done it so am not sure sorry

97
New Projects / Re: [CustomMap] Oakfall WIP
« on: 28 February 2019, 15:12:40 »
Hey Buri welcome to the forums  :)

Great to see your progress and that you are delving into the TQ editor - keep at it!  For traversing from overground to underground you need to place and link two portal entrances.  The first you've already done with that latest screenshot of the tomb entrance.  Now you only have to create the dungeon itself and add the opposite portal.  To do this:

a) In the Editor switch to Layout Mode and click Region > Add New Grid > then click on Source > Maps and add a name for easy reference.
b) Click on your new dungeon grid and enter Editor Mode, then click on the Grid Icon which is on the top tool bar next to the Door Icon.
c) Now under 'System' you can select a dungeon tileset from the list, for example try greece\athenscatacomb01
d) Add your floors and walls to the grid followed by an entrance feature in the Feature List
e) Once this is done click on the Door Icon, you'll see the entrance portal highlight (usually yellow).  Click the ellipsis then click on the highlighted yellow space - you should see a number code appear.  Now switch to your Terrain map where the other 'above ground' portal entrance is and do the same process using the second ellipsis.  So you should end up with two number codes.  Now hit Link.

That's basically how to link portal entrances... but there are some things to note.  Firstly, if you get an 'Invalid Link Error' message, just save your current work, exit and reopen the Editor.  When you try to link things up now it should work fine.
Secondly, some portal entrances don't match correctly with others.  It usually depends on which tilesets you're trying to link. Generally its best to use the matching sets, such as Greek tomb entrance to Greek grid tileset, but even then sometimes it just won't link.  So you have to play around to find one that links correctly. 

Hope this helps  8)









98
Modifications / Re: Creating new Teleporters for your mod
« on: 28 February 2019, 09:41:07 »

Yeees! finally lol and all because I interpreted a part of that tutorial wrong!

Spoiler for Hiden:

When it says to 'open your copy' of teleportmap.dbr for Step 4 I took this to mean I had to make a custom copy (or in other words a second teleportmap.dbr) in addition to the first one.  So I did that and made my changes to my new renamed teleportmap.dbr - wrong!  That's why nothing was showing up.  You only import the teleportmap.dbr into your records, then open THAT one and make your new changes.   ;D

Relief I tell you lol

Thank you WNG for your help




99
Modifications / Re: Creating new Teleporters for your mod
« on: 27 February 2019, 23:54:47 »
I had another look last night, saw that some of my .dbrs were in the the wrong place so fixed that to match the tutorial in Step 4 for the teleportmap.dbr.

Theres still something not right though and I believe it's to do with the zones and Step 7.  In the editor when I toggle zone view, instead of my custom zones all the TQ vanilla zones come up.. ? Sigh

100
Modifications / Re: Creating new Teleporters for your mod
« on: 27 February 2019, 01:22:27 »
Thanks WNG  :D

I'm at work atm but will chat later on if you're free.  Also yeah have been using that same tutorial but alas am having problems

101
Modifications / Creating new Teleporters for your mod
« on: 26 February 2019, 23:49:30 »

Not sure where to put this.. buy anyway

Teleporters.  I'm working on getting these to function properly atm with all the UI elements in place.  Currently I've got one on the map that activates and has correct tags, but the UI is still vanilla and it doesn't allow me to teleport to and from my new areas.  So not much success tbh.

So wanted to ask anyone over here if they have done this successfully before and did they use the wiki guide or other resources?

I'll continue working this out tonight

102
Texture & Skin Modding / Re: Beware...
« on: 26 February 2019, 07:11:36 »
Nice work there Sauruz! well done indeed  8)

103
Art Manager / Re: Adding Custom Music and Ambient Sound tracks
« on: 24 February 2019, 10:32:19 »

Yeah so in the AM I have the .mp3 file in Assets.  Built this.  Then in the Database tab created a new 'InGameMusic' directory, imported an existing vanilla event music theme .dbr, made my own copy then opened it and added my new .mp3 file to the appropriate field which I understand is 'eventmusicname' variable in the Sound Properties section. 

Built this and exited AM.  Copied changes over to installation directory.  Opened up Editor up and in the Layer tool went to 'sounds' etc, opened the Database list for music/sounds and scrolled through this, still nothing showing.  Also put CAPS for the custom .dbr file so that if it does show up I won't miss it.

So is that basically what you have done BG? You've got music showing up in that list??


104
Art Manager / Adding Custom Music and Ambient Sound tracks
« on: 23 February 2019, 05:07:51 »

This topic has come up a number of times and is documented in various places such as here: https://titanquest.fandom.com/wiki/In_Game_Music

But I bring it up here again to once and for all try and find definitive answers on how this is done - and perhaps more importantly, why the commonly found instructions need further elaboration. 

I've followed the instructions in that link, and consulted other sources, but it just doesn't work for me.  Maybe for others this works as it should? Idk, maybe I'm missing something painfully obvious here. 

In my case;
a. I import my custom music/ambient sound tracks (mp3) in the Sources tab of the AM
b. Then auto create asset.  New music shows up in Assets tab
c. Build this.
d. Manually copy my changes (my mod under CustomMaps) from Documents directory to Game directory
e. Open Editor, select Layer tool and then Sound Layer.  Create new Layer.
f. Open music/sounds database list using ellipsis
g. .......No sign of my new music anywhere within the massive list  :( >:(


Sigh.  So I go back to the AM and have a search around, try and see if I made a mistake or missed something.  Heck, even look into alternative ways at getting this to work.  Still no success.

So, any help?





105
THQ Nordic / Re: Closed Beta Program
« on: 10 February 2019, 11:09:52 »
Promising news, moreso because of the added application process for testers - not just another balancing patch but something more substantial it seems.

I'd wager QoL features will be added, like auto cast instead of click target to cast :P
2019 is going to be a good year for Titan Quest guys!

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