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Messages - nargil66

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Нова версия:
- Общите приказки по диалозите в Рагнарьок са преведени. Общо текста е на около 90-95%. Има и още поправки.

Не, не си сгрешил, просто последните версии заместват английския текст, както беше преди. По-лесно ми е да ги превеждам така, иначе играта понякога не ще да отчете промените.
Просто сложи папка Text_EN, след като я разопаковаш в папка Database на главната игра. Сори за объркването.

Между другото току що качих нова версия.

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 12 February 2020, 00:53:08 »
This is looking really epic! And the music fits the atmosphere. I see you got better in surviving your own mod 8)
Edit: Cheers

Нова версия:
- диалозите в Глауберг са преведени. Общо диалозите в Рагнарьок са на около 75%

New Projects / Re: Soulvizier Ragnarok
« on: 11 February 2020, 04:26:15 »
In Arachne Soul, it's stated:
+Sword Mastery

I must be blind or something, but I can't find Sword Master at neither Warfare or Defense.
Or does it mean: Axe (maybe axe and sword is/should be in same category)?

- Some items should give increased Weapon mastery (increased damage and attack speed when you use these weapons)
I think amgoz1 posted the exact increase somewhere on the old forum, but i dont remember them.

New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 10 February 2020, 21:20:04 »
Reworked several caves/tombs , who knows whats horrors lurks in there.

New Projects / Re: Soulvizier Ragnarok
« on: 08 February 2020, 07:21:28 »
Alternatively, or maybe in addition, I'll create special new merchants ingame that sell dummy formulas for soul creation. So you can at least see them ingame.
It could be in the form of a friendly merchant with a monster skin, selling formulas for the monsters of the same type as him in the act. So it can give you some basic indication of what drops where.
It could also be done by unlock code that drops them... but then it will be cheating and will ruin the fun

Texture & Skin Modding / (Tutorial) Making Animated Textures
« on: 05 February 2020, 01:28:18 »
Credit for this tutorial goes to Skylla from Grim Dawn forums:

The method explained here uses TextureCompiler found in your main game folder via Windows Command Line. Using it you will be able to combine multiple TGA textures into a single animated TEX file.  Here is an example of animated texture:

Part I - Initial Setup

Before you start making the textures you want to combine, there are few preparations that need to be done. Here are the steps for setting up:

1.   In Windows, go to Search Panel and in the empty field type: cmd

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Right Click on command prompt and pin it to your taskbar for faster access later.

2.   Run it. You will see something like this:

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In this case, my current location is C:\Users\User. Yours will probably be different.

3.   Now open Windows Explorer and go to that directory (whatever it is), and inside it create a new folder. Let’s name it “TQ” (this will be your working folder for animated textures).

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4.   Next, go to your main Titan Quest installation folder. Copy the following files:

Then paste them in the “TQ” folder you crated:

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5. You are set to go.

Part II – Making the textures

As in all animations, animated textures consist of separate parts or frames. For the above example with the rainbow glowing armbands I used 18 parts total. Here is how they look before combining:

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The trick in most cases is to make the texture to “loop” - starting and ending with the same shape (or color in this case), while gradually changing in between, before it completes the animation circle. Example of looping animated sequence with changing shape:

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You get the idea.

Part III – Combining the Textures into TEX

After you’re done with the different parts of the texture sequence, place them all inside the “TQ” folder you created before. It should look like this:

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Its better if you use simple names or numbers (less writing after). I just named them from 1.tga to 18.tga
Now open the command prompt again, and in the empty field type: cd TQ

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Press Enter. This will redirect you to the TQ subfolder in your User directory, where TexCompiler and your textures are located (“cd” stands for “change directory”):

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You are ready to combine the TGAs.
A general example of a command is this:

“TextureCompiler filename1.tga filename2.tga filename3.tga -fps 15 -format dxt5 animatedtexture.tex”

“fps 15” stands for frames per second – of this number depends how fast your animated texture will change or loop. Higher number will make it fast, lower will slow it down.
“format dxt5” is the conversion method – I assume you can put dxt1 or dxt3 there at least.

In my case with 18 parts I used the following command:
TextureCompiler 1.tga 2.tga 3.tga 4.tga 5.tga 6.tga 7.tga 8.tga 9.tga 10.tga 11.tga 12.tga 13.tga 14.tga 15.tga 16.tga 17.tga 18.tga -fps 9 -format dxt5 rainbowarmbands.tex

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Press Enter. If you did everything right, the animated TEX file should appear in your working “TQ” folder with the other files.

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Modifications / Re: Mod Suggestion TQ AE
« on: 02 February 2020, 14:12:49 »
Make a detailed list of the features you want in the mod and send it to me in PM.
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Добре дошъл във форума :)

Днешната версия - всички диалози в района на Хойнебург са преведени (60% общо). Утре продължавам по тези от Глауберг. Има и някои малки поправки по текста.

New Projects / Re: Soulvizier Ragnarok
« on: 01 February 2020, 04:05:05 »
I like the green one - even more if you can make it the same color as the skill connection bar.
How did you get Reshade to work with the launcher? Is there some way to isolate DX9 and 11 exes?

Нова версия - Всички диалози по главните куестове на Рагнарьок са преведени. Общо диалозите на 5-ти акт сега са на около 50%.

New Projects / Re: Soulvizier masteries after Atlantis
« on: 30 January 2020, 03:37:29 »
That is good news indeed. I think 30 skills will satisfy the regular modder. Now if they add more slots for custom animations...

I'm not sure, its a very old version of the mod. Is something not working right?
I think it was used on top of fanpatch + patchfix for IT

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 25 January 2020, 21:52:51 »
The set is done (first version at least):

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