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Messages - HekTo

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1
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 11 April 2024, 00:30:25 »
I'm not sure what you're talking about in your last post, maybe it's the number of differences / same files between vanilla and SV dbrs ?
Yes, I already have a version with only the changed files.
Not Exist - available in SV and not in vanilla; Not Identical - exists in vanilla and was changed in SV; Identical - exists in vanilla and has not been changed.
Those. I have a version where there are only files from the “Not Exist” and “Not Identical” categories, as well as logs (.txt list of files, separately for each category).
I thought that if you do not have a version where there are only modified files, then you would be interested in knowing such statistics, so I posted a screenshot.

2
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 10 April 2024, 23:33:59 »
I also forgot to send it in the last post, I’ll send it in this one, maybe you’ll be interested in knowing this information :)
Spoiler for Hiden:

3
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 10 April 2024, 23:28:42 »
@HekTo Do you have the .dll that allows to fix an actor's dbr with noHighlight parameters ?
Sent you a PM (dll from the Steam version of the game). But in this case (using this dll), the previous .exes are most likely useless, since all the highlighting is now controlled from .dbrs.

Try setting all 4 parameters to 0 with this dll for those mobs that highlight black.

4
Texture & Skin Modding / Re: [MOD] Transmog Mod for TQ:AE
« on: 06 April 2024, 20:47:27 »
Only I'm not sure if I should put the DLLs as a separate download file. Maybe it's better, so they don't have to be verified again with each new update?
Yes, I think that would be the best solution.

5
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 05 April 2024, 15:27:30 »
The highlight values in the .dbr files (noHighlightDefaultColorR/G/B/A) seem completely useless, as changing them has no effect.
@soa, In fact, this is true. From a code point of view, these values are read from the .dbr into the highlight color value when creating the mob, but any call to the highlight enable function will overwrite this value that was taken from the .dbr with the constant value from the .exe
So maybe you change that in the .exe as well ?
I did this, but not in the .exe, but in Engine.dll (change a few bytes there). But the dll most likely needs to be done separately for different versions (Steam/GoG/Epic). You must also understand that in this case ALL highlight will be taken from [dbr_file]->[Actor]->noHighlightDefaultColorR/G/B/A and you will need to change them in a huge number of files :D .
Spoiler for Video:
Upd.
Spoiler for Video:

6
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 04 April 2024, 15:01:31 »
Actually it has an effect in the game, because now the "Dream Guide" pet (Phantasm you get at lvl 40) shows correctly.
Before, when you had the cursor over it (and it was often the case, because the pet is quite big), it was floating in an ugly light brown cloud.
The Storm Wisp is fixed as well when it's a player's pet.
Well then, if this is not useless, I forgot to write, it was TQ.exe from the Steam version of the game. Do not use if you have the GoG/Epic Games version.
To do this for other versions, in the hex editor find: 75 30 83 C8 01 A3 C8 52 67 00 C7 05 CC 52 67 and replace the first byte (75) with EB.

Upd. I checked the TQ.exe hash of the Steam and GoG versions and they are identical.

Upd2.
If I understand correctly, fixing the enemies could be done as well.
@soa, I hope this is what you need - https://drive.google.com/file/d/1JSIjoNHEjUNk_A_U1JxFpBGNjxvrXPKv

7
Texture & Skin Modding / Re: [MOD] Transmog Mod for TQ:AE
« on: 04 April 2024, 14:49:25 »
Is there a way to edit the default TQ DLLs directly, without injecting external code?
There are too many changes, I don’t think it’s possible to integrate into an existing dll (at least for me).

8
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 31 March 2024, 00:28:21 »
@soa, Just now I realized that I did highlight tests with “character.SetPlayerInvisible true”, that is, the highlight in the screenshots above was for friendly mobs, lol. So that .exe is useless - the only thing it essentially does is set the highlight for friendly mobs as enemies. Sorry.
I checked the highlight of this monster wisp (r = 0.0;g=0.0;b=0.0;a=1.0) - this is a normal value (checked on a regular .exe). I already wanted to write that the issue is not highlight, but I decided to try setting a forced highlight for all mobs (r = 1.0;g=1.0;b=1.0;a=1.0) and yes, after that it looked fine, so it’s highlight .

I decided to ask, are you interested in the version of Soulvizier for the Android version of the game? I could try to port (I have experience, for example, I ported the Cataclysm mod). But I need the mod in the form it would look like to run through CustomMaps (and not by replacing the original files). As far as I remember, there is a version for CustomMaps, but essentially the entire database is embedded there - even those files that have not been changed. And for porting I only need the changed files.
I understand that the chance of this is very small (that you don’t have a version with only modified files, so as not to depend on updates), but it was worth trying to ask :) (on another forum (Android version only), in which I post modifications ported by me, the most a large number of requests specifically for Soulvizier).

9
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 30 March 2024, 20:36:37 »
Btw how you edited the select  monster shadder ? its something that can be changed in custom map/bounce mod ?
@sauruz, I've never touched anything related to shaders. If you are talking about monster highlight, then in the previous post I posted a link to download the modified TQ.exe (literally 1 byte was changed there).

10
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 30 March 2024, 19:58:38 »
So, if it's possible to add overlays like this on monsters, is it possible to remove the ugly highlight on all monsters since Atlantis or so ?
@soa, Something like this?
Spoiler for Hiden:
https://drive.google.com/file/d/1Rtur4ahkrB_NSqfanC5MKTMxn3v-Xnp2
Is it doable to fix the broken shaders in the character's inventory (in Direct X 11, missing transparency and particle effects) ? Or is it an entirely new story ?
I don't quite understand what you're talking about. But even if I understood, I don’t think I could help.

11
Texture & Skin Modding / Re: [MOD] Transmog Mod for TQ:AE
« on: 30 March 2024, 13:46:45 »
is it possible to show effects and other attachments on the replacement character mesh?
Yes. Literally the last thing I did before sending the files to you was to disable this feature (I did not disable it for equipment). There is one problem (more details in PM) and if it cannot be solved, then we may have to abandon it.

13
Spoiler for Hiden:



14
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 26 March 2024, 20:04:43 »
@nargil66, ( ͡° ͜ʖ ͡°)
P.S. don't pay attention to the character's highlight... I simultaneously tested the highlighting of monsters with green/blue/purple items (yes, from another topic) and the test character was equipped with a green shield :D
Spoiler for Hiden:

15
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 24 March 2024, 11:17:07 »
@nargil66, I also thought it might be time to create a new topic here :))

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