Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - nargil66

Pages: [1] 2 3 ... 18
Removed from the list: Meshmixer, UVMapper, Source Files, TQElysion, ArcExplorer. You can still find them in the archive if anyone needs.
Added: Mod Merge, Grid Extractor (much better than UVMapper), Arc Unpack (Better than ArcExplorer), MeshViewer. Added some descriptions from old forum.

Ok, Source Editor is out of the list. Added a note for ArtManager 1.6.
Can you help with more simplified description for AM? List of features and usage maybe?

Other Modifications / Re: Invisible markers for Camera Mods
« on: 19 March 2018, 02:43:30 »
You can't just add it, there's simply nothing sky related amongst the engine features. Well, expectable from an isometric game.
Nearest shot in faking it is how it's done in the menu - a flat plain with a sky pic as the texture.
Fair to say you could try to make a plain mesh that would follow borders of a particular map in 3ds max, but apart from immense effort and day/night cycle it'll probably be almost impossible to make it look somewhat ok-ish.
Done these some time ago for GD . Then again, viable only in static.

What if the sky is a simple gradient color with no clouds? Like this one:

If it can be made to become dark at night, i think it will look ok.

New Projects / Re: Deities Mod - Early Development
« on: 18 March 2018, 16:26:08 »
I also noticed that youíve cleverly tried to differenciate between those 3 Nymph:
- Nymph Archer= Artemis Mastery
- Nymph Caster = Dionysus Mastery
- Nymph Melee = Hecate Mastery

Nope, i didn't. It just happened by luck while drafting.

Finally a note about Dionysus Mastery: itís not "Drunkiness" but "Drunkenness" or "Inebriation".

Hmm, i've never heard the last word, but it sounds good. "Inebriating Touch" maybe?

This mod is advancing faster than I expected.Maybe modding isnt that hard once you get the hang of it.I might give it a try someday. ::)

Not nearly as fast as i want it to... and yeah, modding is not too hard. And its really fun. I haven't played in weeks now, aside from testing, but the joy is equal :)

Other Modifications / Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« on: 18 March 2018, 16:10:06 »
Just got another idea about the character having more space. There can be a summonable pack horse which acts as a merchant, but never change its goods. So you store your items in the $ section, and after you buy them back on the same price. I'll try it to see if its possible... The horse can maybe even follow you, draws no aggro and is hidden from combat.

Other Modifications / Re: Invisible markers for Camera Mods
« on: 18 March 2018, 16:01:33 »
The sky thing could probably be fixed if you go through the hassle to edit the entire map and add sky and far distance environment but that's going to be way to much work to bother doing it just to make it look "less ugly".

I woudn't mind doing it if i could. But i have zero experience with maps. The only thing im not sure is how the dungeons will look... will they have a blue "roof"?

For 2 and 3 - Damn. I hoped there is some trigger that controls it.

Nice video and ideas. Maybe Corsair will work too to lower your requrements? Asuming he will use knives for primary attack. No debuffs tho...

New Projects / Re: Deities Mod - Early Development
« on: 18 March 2018, 13:13:39 »
I just had an idea: All Shrines can be mastery related. For example the red healing shrine can buff Ares skills and damage types, yellow shrine of mastery can give Apollo bonuses and so on. List:

Shrine of Mastery > Apollo (Shrine of Prophecy)
Shrine of Healing > Ares (Shrine of War)
Shrine of Thorns > Artemis (Shrine of Hunting)
Shrine of Protection > Athena (Same name)
Shrine of Experience > Dionysus (Shrine of Ecstasy)
Shrine of Regeneration > Hecate (Shrine of Sorcery)
Battle Marker > Hephaestus (Shrine of Fire)
Shrine of Speed > Hermes (Shrine of Trickery)
Shrine of Energy > Poseidon (Shrine of Earthquakes)
Frostbite Stone > Zeus (Shrine of Thunder)

There is a shrine exactly for each god. Some of them just have to be recolored. The idea is each shrine to give +1 to all Skills to the Mastery it relates to. If its impossible for shrine template, then i'll try do it manually, augmenting each mastery skill one by one. Damn, i can't wait the masteries to be finished so i can start adding content.

The idea of going pure dex was always tempted me, but the only time i tried was with Illusionist in LoC. With all the pets i can't say if the build was good or not. Anyone tried this in vanilla? And what class did/would you choose?

New Projects / Re: Deities Mod - Early Development
« on: 18 March 2018, 04:38:30 »
Good news. ArtManager 1.6 is ready and running. No more compiling meshes separately. And PS Editor, which wasn't able to locate my source files works now too. God bless you, Elfe :).
Man, I've always sucked with technology...

New Projects / Re: Deities Mod - Early Development
« on: 18 March 2018, 03:01:45 »
All skills for Hecate are drafted, except maybe some pet skills, but I'll think about them after I make the tree. Hecate's section in first post is updated.
The other thing I did is adding all new class names to the modstrings. Many classes will be different now.

New Projects / Re: Deities Mod - Early Development
« on: 17 March 2018, 09:01:54 »
Last two days the only thing im thinking about is Hecate mastery. I'll leave Hephaestus alone for a while. The Cyclops uses skills now, one of them is not working right, but ill fix it later. I changed mastery description for Artemis (i think its better now) and already added Hecate's description. There are other changes and fixes on skill names and descriptions; also translated the text to my languange (not that any of my people will care).
I'll work on Hecate today. I'm hyped about her skills and pets (especially the lampades). When the mod is finished, there will be 3 types of pet nymphs - in Hecate, Artemis and Dionysus (maenads). I guess im a nymph-lover, haha.

Installation and Tools / Re: ArtManager 1.6.exe Error
« on: 17 March 2018, 08:43:00 »
Thank you! I tried reinstalling Microsoft Visual several times and still it wasnt working. I'll download IT right away then.

New Projects / Re: Deities Mod - Early Development
« on: 16 March 2018, 01:04:50 »
Ember Cyclops in action:

After owning Polyphemus

Spoiler for Hiden:

Vs his brothers in Olympus (+traps)

Spoiler for Hiden:

Traps will be retextured to change appearance with levels. There is a problem with their multishot skill. They concentrate all their fire into a single target, when they should cast firebolts in all directions. Its totally OP. Still havent found what causes it. Another problem is that they miss any creature that is not tall. Turtles, crabs and other "flat" creatures are immune to their bolts.

New Projects / Re: Deities Mod - Early Development
« on: 15 March 2018, 19:43:32 »

LV1 chance of Phoenix to respawn set to 50%,

LV MAX: chance of Phoenix to respawn set to 99%,

Is it possible from a modding standpoint?

I don't know tbh. Have to test it to find out.

About Ichtians - nice idea, but how about melee ichtians + mage triton/ess? I'll just scrap the horse.
Man, this is becoming a really pet heavy mod :P Good news for BG.

Pages: [1] 2 3 ... 18