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Messages - Endymion

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New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 09 November 2018, 17:36:33 »
you should put it, it looks fun :D and adds a litle of warming "boss incoming"
It looks absolutely awesome :o
Wooot !  keep on your work  ;)

Uploaded following changes:
Added more unused gear, including kite shields, couple of staves, swords & spears. Some common weapons that had different versions looking the same received new looks again
Adjusted bucklers' bitmaps
Normal torches received unused crude look. The vanilla look stays for Epic & Legendary torches that were previously unobtainable
Revamped the sling
Added cyclops quest scene & a special chest
Unused Dream pet Dream Guide utilized as a nightstalker hero's summon

New full list of added unused gear featured below
Spoiler for Hiden:

Now however onto a more technical side of things, the mod's getting bulky so fellow modders feel free to let me know if I should create a separate records folder to contain the mod's stuff when it's feasible, for easier incorporation.
Yeah also I never explicitly mentioned it but do note I expect a credit mention should you make use of this project or some part of it

New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 06 November 2018, 08:59:56 »
Added kite shields, common tulip staves, couple o' swords & spears
Made a special chest & animation for the cyclop boss. That one was purely for fun I confess. Let me know what you think, should I include it or nah

New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 05 November 2018, 19:03:29 »
Nearly spat my coffee, I feel ya brother.
Word. That's our modding routine.

New cyclop scene preview. Double trouble!
Spoiler for Hiden:

Other Modifications / Re: [Tut] Misc Tools Guide
« on: 04 November 2018, 21:42:30 »
Added second part

Texture & Skin Modding / Re: All Non-Included Database Items
« on: 04 November 2018, 19:45:03 »
Sure. Just wrote a quick write up

Other Modifications / [Tut] Misc Tools Guide
« on: 04 November 2018, 19:44:32 »
A quick guide on how to use Viewer and Bitmap Creator.

Initial set up
For the tools to be able to see the game's contents you'll need to set TQ folder's path in Addition browse directories field in AM, Tools/Options.
Spoiler for Hiden:

I. Bitmap Creator

Setting Up
For it to work properly you'll need A) an unpacked .dbr of your item in the Database folder (...Steam\steamapps\common\Titan Quest Anniversary Edition\Database) and B) .dbr of your item presented in Database.arz with the same path.
That is if you place records/sword.dbr in the Database folder, you'll need to pack it in Database.arz under records/sword.dbr as well.

Open BC and choose your item from the list.
Spoiler for Hiden:

Add Light and adjust Width and Height of the new icon (for instance shields usually have 2x2 of 32 size).
Spoiler for Hiden:

Use arrows to move lights.
Spoiler for Hiden:

Adjust camera accordingly using RMB and the wheel. (use Zoom button to get on the optimal distance).
Spoiler for Hiden:
Finally when your icon is ready press Save Icon.
To save your current icon size, camera & lights position you can use Save Layout button.

II. Viewer
A really useful tool if you're working with anything related to meshes and animations.

Choose a mesh from the list to view it.
Spoiler for Hiden:

Choose an animation to apply it to your mesh. Click Play button to run it.
Spoiler for Hiden:

Under View tab you can enable displaying attachments, hitboxes, bones, skeleton, wireframe view etc.
Spoiler for Hiden:

Under Attach Point tab you can create a new attach point, choose its parent bone and attach a .dbr entity to it.
Spoiler for Hiden:

Click View/Properties to see various mesh & animation data. Under Animation tab you can create & edit callbacks for your animation.
Spoiler for Hiden:

Under Ragdoll tab you can view & edit various mesh's bones data required for ingame ragdoll physics.
Spoiler for Hiden:

Press File/Save MIF Data to save/create .mif with changes you did to your mesh, and Save AIF Data to save/create .aif with changes to the animation.
Spoiler for Hiden:

Also note that it still doesn't recognize XPack2's path, to view Ragnarok contents you'll have to repack it manually.

Texture & Skin Modding / Re: All Non-Included Database Items
« on: 04 November 2018, 15:41:59 »
By the way use Bitmap Creator to create icons. Saves a whole lot of time, especially if you need to process a bulk of items. Also it uses the game lighting & shading which gives more "realistic" look

New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 04 November 2018, 15:40:14 »
Now that you mentioned it some of them do have patterns that look kind of oriental. I'll give it a thought

Next up for the mod:
Revamped the sling again (just cant get enough of that sweet sling editing time)
Adding more unused gear
Recreating a cut out cyclop breaking a tree quest scripted scene. Some obscure remnants of it are still in the database, just enough to give you a general idea. Will be incorporated in the Polyphemus vs soldiers encounter
Finding a way to utilize unused Dream pets
Fixing sloppy gear placement for a few corpse decorations' meshes

Spoiler for unused Dream pets:

New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 03 November 2018, 21:27:32 »
Woah, this is shaping as a real restoration project... Fantastic job! Keep up, my friend  8)
If it can help you somehow, check this thread:
Thanks. Nice job on cataloguing them unused goods. I'd honestly like to utilize the kite shields but they just seem too out of place for any Act.

Uplaoded the yak & shields changes.
Full list of added (and changed) shields can bee sen below
Spoiler for Hiden:

New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 02 November 2018, 16:43:46 »
Hey, since you add unincluded stuff, is it possible to add the old unused yak mesh (ambient animal), to replace oxes in Orient mountains? I think it misses bones, but maybe you can add them in 3DSMax?
Done and done!
Spoiler for Hiden:
Fixed up yak's mesh & replaced oxes with yaks in particularly mountain & snowy areas in Orient. Which is not many actually, there was just one instance, featured above. Maybe going to place new yaks on their own later.

Revived a few unused common greek shields, gave them proper icons & added to the loot tables.
Spoiler for Some of the shields:

Aetolian aspis (the one with the omega pattern) in particular now has a chance to drop from some guards in Sparta, Delphi and Athens fighting scenes. Greek guards' MI, everyone!
All of it's coming with the next update.

Other Modifications / Re: Misc Mod Stuff
« on: 01 November 2018, 05:39:56 »
Speaking of, it gave me an idea their headgear would actually make decent helmets
Added a pair of autonatoi helmets equippable for player

Other Modifications / Re: Misc Mod Stuff
« on: 31 October 2018, 14:24:48 »
Added thrown automatoi head

New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 31 October 2018, 14:21:47 »
Thanks. Well as it's been mentioned in this mod I'm aiming more at fixing existing things rather than adding something new.

New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 31 October 2018, 07:39:54 »
If you want an easy fix, Staff of the Deep (from Fjord Ihchtians) uses the bitmap of the Staff of the Chosen (from Nertus' cultists.)
Thanks. Added to the pile.

Added the MI sling and its new model (converted a few jackalmen from archers to throwers along the way as a means of obtaining it) and gave it a new suitable projectile. Created a proper bitmap for the MI staff and changed the way the missing unique thrown was added to the loot tables to give it more diversity

Spoiler for Sling!:

New Projects / Re: TQ 2000 ~ Laser Atrocity
« on: 28 October 2018, 06:18:56 »
Looks cool!

Hey, just curious - how did you make enemies to respawn on player death?
Short answer: quest scripts.

Each enemy gives a unique token on death and has a quest location set at their place of spawn.
At the start of the level there's a trigger (or a bounding volume) that checks for the tokens on player entering and will spawn at their quest locations those whose tokens player has, subsequently revoking the tokens from player.

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