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Messages - HekTo

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1
Spoiler for Hiden:



2
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:

3
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 :))

4
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 21 March 2024, 19:41:08 »
@nargil66, ( ͡° ͜ʖ ͡°)
Spoiler for Hiden:

5
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 18 March 2024, 13:16:53 »
is it possible that illusions doesn't apply permanently because they give no bonus?
No.
A new video:
Wow, looks cool.

6
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 17 March 2024, 20:10:22 »
Even if both players have the same mod?
I haven't tried it when both have a modification, but I don't think it works.
I don't think its a big issue even if it doesnt work.
Maybe the only bigger problem is that the illusions doesn't apply permanently. Havent tested with weapons yet, but i assume the new look will disappear on swap.
Yes, I understand that this is a serious problem, but I still can’t come up with an “acceptable” option for implementing the save of illusions (and it’s not a fact that I will come up with one). The option that I am currently thinking about can greatly affect the performance of the game, so I am not seriously considering it.

7
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 17 March 2024, 15:35:56 »
I checked it in multiplayer, as expected, it is visible only on my own, regardless of server or client. Did some tests with armor_clothing - no success so far.

8
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 17 March 2024, 11:47:52 »
Good job!
I just thought of trying to add a set of such relics, but nothing worked)) Yes, after “applying” the illusion they would not be displayed as “already on the character” (as in the original in yellow text, if some item from the set is equipped by the character) , but the idea was to simply display recommended illusions along with this one :)

9
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 16 March 2024, 21:43:31 »
Ok, but I'll get around to testing this later.
For now, I’ll try to add the ability to change not only the weapon trail but also the weapon projectile, but it’s not so easy and I’m not sure that I’ll succeed.

10
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 16 March 2024, 19:55:50 »
I wrote to you in a PM, but I forgot to write that I didn’t check this on other versions except the current Steam version. And I was wrong - you can not add the map, but delete it so that the "bounce mod" does not start.
Do you know where is this defined and what makes them invisible?
I don’t know yet, I’ll see when I have time. But I don’t think that the item is simply made invisible, but simply not “loaded” (any item does not appear on the character, not only with template armor_clothing.tpl). It's not a fact that I can do anything in this case.

11
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 16 March 2024, 15:18:41 »
I'm not sure I can post this. Because in order for this to work you need to change the game code. I use 2 dlls - one is my autoinjector that loads the second dll, and the second one modifies the code so that it works. I just checked them (dlls) with virustotal and the autoinjector shows 7/72 detections and the second dll shows 4/72 detections, although I personally wrote the code for these dlls and there are no viruses in them ;D
By the way, yesterday I already made it so that there was no need to create separate relics for the male and female versions of .msh
Another idea - is it possible (if you can't add new things) to modify one of the ring slots to equip the above mentioned template?
Here's a test of armor_clothing.tpl for all equipment slots (I didn't find a ready-made .dbr with this template (I don't have Xpack4 unpacked yet), so I made it from scratch and I'm not sure I did it right).
Spoiler for Video:

Upd. Added the ability to replace the weapon trail as well (what is used in .dbr files here: [dbr_file]->[Weapon Parameters]->weaponTrail).

12
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 15 March 2024, 21:46:39 »
As you can see from the video, these are not “real” items, but relics in which the bitmap is taken from the replacement item.
In the bounce mod, relics are created in the files (.dbr) dropMeshOverride with .msh from the desired item.
Also, automatically after starting the game, a dll is injected that slightly changes the code. Every time a user tries to apply a relic that does not have an empty dropMeshOverride (I haven't checked, but I'm sure all relics from the original game do not use dropMeshOverride) my dll gets the value from dropMeshOverride and uses it to replace the original .msh. I made it so that it does not depend on or affect the original relics, so that such modified "relics" are not applied (not added) to the item (normal relics are applied).
Also, if an item has “effects” (like Yin and Yang from the video), then the first time it (the modified relic) is applied without effects, and if effects are needed, it must be applied again.
Problems:
1. Objects in the character window and in the “portrait” (upper left corner) do not change. Actually, I don't care, even I can't fix it.
2. If you throw away a “modified” item, it will become “normal”. This doesn’t bother me either, on the contrary - if the item was “changed” constantly, then  I would have to “rack my brain” to come up with a way to “clean” the item.
3. “Changes” to an item are not saved in any way, even if you simply exit to the main menu, the changes disappear. Yes, this is a serious problem, but I do not exclude the possibility that I can come up with something. But for now, I made sure that “modified” relics do not disappear from the inventory after use (normal ones still disappear).
4. Equipment uses different .msh for female and male characters, in this test version you need to create different relics for female and male characters. But I know how to fix it, I’ll do something like (in dbr): dropMeshOverride,Female.msh;Male.msh, and then in the code I’ll use the required .msh depending on the gender

13
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 15 March 2024, 19:24:04 »
Sorry for necroposting, but I don’t know where to add this)) I decided to make a transmog for myself yesterday. In general, I can’t call it perfect, but I like it :)
Spoiler for Video:

15
Modifications / Re: Help with Mods
« on: 30 October 2023, 15:35:51 »

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