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Messages - nargil66

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1231
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 09 August 2019, 13:12:25 »
While gathering ideas on the Asian skins, i adapted two NPC helms to fit the female character:

First one is a mage vendor hair helmet (deleted parts and recolored):
Spoiler for Hiden:
Second one is  the same hair + chinese horned hat (i call it the Mogwai Hat):
Spoiler for Hiden:
They still need a few more tweaks + adapting for the male character. Anyway, link to the early source files:
https://mega.nz/#!gX4lAYwJ!hY0wVLY6NrbKTK6AdbY0bC64eNnNlcUQlSMWyPg8cy4

1232
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 08 August 2019, 23:00:16 »
Two ways. Either right click on Google image > Copy Image Address > Paste here > Mark the image address  > click on "Insert Image" above your post (the Mona Lisa Icon). Or make an Imgur account, you can copy an image link fit for forums automatically.
New ideas are always welcome. Looking forward for your suggestions.

1233
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 08 August 2019, 22:45:40 »
I believe that the base for all the other skins is ready. You just have to do now the Egyptian, Eastern, Underworld (Hades), Atlantean, the celtic and northern skins.

Yep, I agree with you. The base is set. Today Ariadne started learning the ways of a Chinese sorceress :):
Spoiler for Hiden:
Just the face for now, but I like how it shaped out. Posting ít just in case my comp blows up lol.

Man, Asian women... what can i say...
Spoiler for Hiden:

1234
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 08 August 2019, 00:37:36 »
Ariadne 0.9g:
- Added both types of loincloth packs (full and topless). They are updated to the latest version of base skin. Topless tan dye is replaced by nude.
- Re-Added long hair and greek bun meshes. Long hair is reworked from scratch. It clips much less with character body and no longer require special animations.
- Added the two custom meshes from 0.1f (first disable all armors, second - torso and helm).
- Added source files.

Download link:
https://mega.nz/#!pC51VYBC!-S6HyfRBWhhEiBcDDw5cFVBmM1c3fPOMLJgX408Uk5o

1235
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 07 August 2019, 17:02:46 »
I thank the Olympian gods the original developers included this great skirtless model  ^-^ I only did small tweaks, but the base was already there. Can the girl in Grim Dawn be made to look sexy? I sincerely doubt it... Some day ill try to import the TQ characters in GD. Not sure how armors are attached there tho.

Diego, people like you are what keeps me going. Thank you for trying out and playing my mods :D
Today im working on the next version of Ariadne. I just learned how to delete any part of the mesh very precise, depending on the UV map. No more waistin hours to delete parts of a mesh face by face... Expect a bigger update this evening. On Nexus too, i havent updated there lately.

1236
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 06 August 2019, 20:15:36 »
Ghost Rider is coming  >:D
Haha, yeah



---
@nargil66 please men make ur ariadne mesh with upper body and head armor hiden. i tried do it by myself but im too stupid for this and my antivirus delete viewer program)

Here is the latest Ariadne 0.9f:
https://mega.nz/#!8ehB3SLZ!9y1A_5MMZwj7q8LqhqCRDK1DfIe13oM_mZCh_yPoaLk
I included a mesh that disables helm/torso and mesh that diasbles all armors. The side hairs and ponytail are removed permanently from the mesh and no longer duplicate the ones from the hair helmet. Texture and bump are new.

1237
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 06 August 2019, 16:18:41 »
@nargil66 please men make ur ariadne mesh with upper body and head armor hiden. i tried do it by myself but im too stupid for this and my antivirus delete viewer program)
Sure, I'll upload a custom version later. No problem.

---

Prepare for something different... and spooky...
Spoiler for Hiden:
Source files - free to use in any mod:
https://mega.nz/#!JWpgwShT!51sC050liXz1pl-pzYumN-qOXfZWK5YNec21kl5db2Q


1238
EG_1.1W works only for pre-Atlantis. AE 1.57 is the last patch it works on.

EG_Atlantis_0.1b:
Take the folder from inside ("EG_Atlantis" only) and place it in "MyGames/Titan Quest - Immortal Throne/CustomMaps" folder as you do with any other mod.
Launch the mod from Custom Quest menu. When you enter the game, go to HUD Style options and choose CaravanXL_Atlantis. Thats it.

1239
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 04 August 2019, 15:51:06 »
Nice find on those missing armor values. You really went in-depth to fix neglected things by the devs.
That giant turtle mesh looks great!

1240
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 03 August 2019, 18:14:09 »
Thanks for your kind words man :D  I really try to improve the skins. The flip side is I can make no more than 1-2 a day...

1241
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 03 August 2019, 15:03:09 »
New tiger for second tier of maenad:
Spoiler for Hiden:
Texture:
Spoiler for Hiden:
Not perfect, but will do.
Feel free to use in mods, just dont make it a mount ;)

1242
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 03 August 2019, 00:27:58 »
Congrats on the new computer! :D
Thanks BG! Somehow I missed your birthday, i still wish you a happy one :)

Hm, i think the hair and outfit have different color will make character look more interesting, may be cloth have silver-yellow on general and small detail at its edge with golden-copper color.
I made the dress red to resemble red wine. About your color suggestion, i tried it + the golden edge for the clothing, but the gold was too much. Instead, I added golden belt and necklace for the next alternative variant, as well as snake wraps for arms and legs:
Spoiler for Hiden:
I like how this one shaped out, its much better than the first. Especially with Dionysian MI armor :):
Spoiler for Hiden:
Texture:
Spoiler for Hiden:

Edit: Improved 1st variant as well (probably will use for second tier):
Spoiler for Hiden:



1243
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 02 August 2019, 13:41:44 »
Started reworking the next nymphs on the list - the Maenads. Since the name Maenad is used both for human women and nymphs, i made her look closer to a human:

Spoiler for Hiden:


This is still an early version. Current texture:

Spoiler for Hiden:
Btw, these pictures are made on a new comp, much faster and with double resolution  ^-^

1244
Other Modifications / Re: Tips & Tricks with MeshView
« on: 02 August 2019, 13:25:05 »
4.1.3.3 Transfering bones between meshes
To show you how to transfer bones from one mesh to another, ill use another example. Let's say you want to make a character addon mod that replaces the vanilla female character with a nymph (also vanilla). You extract the nymph mesh and textures, copy them to your main game Database folder (you are probably familiar with the directories if you played any of my addon mods) and rename them to default female ones. Seems easy, but when you launch the game the attach points are a mess:




Normal adjusting of attach points won't be enough in this case. Why? Because the two meshes have different bone position, size and rotation, which makes things even harder. However, transfering bones can help. All you have to do is copy the data from human female bones and replace the nymph bone data. The nymph mesh appearance won't change much, but with some adjustments human armors will fit much better. Lets start with Bone_Head. We open the female model in another instance of MeshView and start transfering the data:



Again, you dont need to copy values containing letters - they are insignificant. And here too we dont touch the Origin column. Save the Nymph mesh with the changes and launch the game to test:



Even with this small change it looks much better. Now we can move to adjusting the torso. After tranferring Bone_Spine01 however (the lower torso bone), the helmet and armband positions are moved:



Hehe, you didn't think it will be THAT easy, did you? Bone_Spine01 is a parent bone of the upper body chain, so all its children bones get affected even by a slight change. We have to transfer the entire chain, which gones like that: Bone_Spine01 > Bone_Spine02 > Bone_Neck01 > Bone_Head; and for the arms: Bone_L/R_Clavicle > Bone_L/R_Shoulder > Bone_L/R_Forearm and perhaps Bone_L/R_Wrist. Its better to start with transferring the upper torso and neck bones. When you reach transferring Bone_Neck01, you may notice that the bone is named differently on the nymph (just Bone_Neck without 01). Is this important? Yes, because we want the nymph to react better to human animations. Right now the neck of the nymph is "stiff", like wooden. Well, adding "01" to the bone name will fix that:




Left - Before, Right - After

1245
Other Modifications / Re: [MOD] Battle Nymphs
« on: 01 August 2019, 19:14:17 »
Look like all links has down  :-\
Updated link.

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