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.


Topics - Bumbleguppy

Pages: [1]
1
Ideas and Suggestions / New mod project for Atlantis DLC
« on: 26 June 2019, 04:55:30 »
Starting a new mod for the Ragnarok and Atlantis DLC, not sure exactly what it will be when it's done. Not even sure I will name it Legion of Champions, but probably.

I really don't want the Ordnance in this version, I never used them.

I am focusing on charms and relics with the new Tinkerer affix, it really inspired me to add custom completion bonuses as a better alternative to the pseudo-crafting of the Ordnance stuff. Player skill or even mastery bonuses for example. Nerthus' Mistletoe is now given by the King as three pieces that when assembled give +1 to random mastery.

Also improving epic and legendary items to help with skills more.

Anyway, here is a video showing my Skinchanger in Epic Egypt. I tried to get the tooltips for the relevant skills to show the mods new stuff.



Playing with Rune golems is similar to Menhir Wall, and it's a lot of  fun.

Still trying to get a good feel for the new Crushing damage added to Heart of Oak. I changed the combat equation for physical DoT to be int + str /2 instead of just flat int.

2
*Updated for Atlantis DLC

You can use and edit the existing game map either by extracting and decompiling the game's map or you can download the latest decompiled map ready to use. The extraction and decompile instructions here are for use with a Windows operating system.

Here is my hosted link with MEGA with a zipped version of the extracted and decompiled game map as of June 17th 2019:

https://mega.nz/#!M0ZyXAwT!kfVzjOzql6ruFkfLlK1TGcH_6E_633MhABEZpZXVv3s

Extract this to your mod's "source" directory. In Art Manager, set your tools directory to your game version's installation directory* (see below) and then go to the source tab and locate the "Levels\World\world01.wrl" file. Right-click it and select "auto-create asset". Build your mod and you now have the game map as part of your mod, ready to edit with the Editor.exe.


In order to extract the game map from the install directory yourself , start by getting the MAPDecompile.exe utility here:

https://mega.nz/#!x15EkYrB!SLz0XR5yuz_nfCyHtHJbPHZdGmQaTMcaYT7NgnExtoc

  • Extract the game map from the <game install directory>/Resources/Levels.arc using an Arc Extraction utility (see other tools threads to get).
  • You end up with "World/world01.map" in whatever directory you extracted it to.
  • Open ArtManager and start a new mod and copy and paste the MAPDecompile.exe to the "Working/CustomMaps/<ModName>/source" directory of the mod. You can do this with an existing game mod the same way, just copy to the existing mod's source directory.
  • Next, copy and paste the "world01.map" to the same directory, the "working/custommaps/<modname>/source" directory.
  • Next, open up the WIndows Command Prompt. If you haven't used it, take a moment to Google the basics, you only need to know how to change directories really.
  • Change the Command Prompt directory to the "working/custommaps/<modname>/source" directory you copied the MAPDecompile and world01.map to.
  • Type in "MAPDecompile world01.map world01.wrl" so that it looks similar to this:

    D:\Documents\My Games\Titan Quest - Immortal Throne\Working\CustomMaps\AtlantisMap\source\>MAPDecompile world01.map world01.wrl


  • Hit "Enter". If everything is correct, the MAPDecopiler will start decompiling each game map level one by one, a scrolling list of level names process and you can see the progress.
  • Your mod's Source directory should now look like this:
    Source
       Levels
       Maps
       Quests
       Text
       XPack
       XPack2
       XPack3

    The map decompiler will have made the highlighted directories during the decompilation if they didn't already exist.
  • Once the Decompiler is finished, navigate to the source directory and select the "world01.sd" and the "world01.wrl" files and select "cut".
  • Paste the "world01.sd" and the "world01.wrl" files directly into your "Source/Levels/World" directory of the mod. I don't know why this works or why it is necessary or why the decompiler doesn't extract these files directly to the correct directories, but this is a necessary step to make this work.

At this point you can remove/delete the "world01.map" and "MAPDecompile.exe" files from the source directory as they are no longer needed.


Now you can open up the Editor.exe and select that mod, navigate to source/Levels/World and click the world01.wrl file and the game map should load up in the Editor.

*CRITICAL STEP*
In ArtManager, click the "tools" in the menubar at the top, then click "Options..". Click the file picker for "Tools Directory" and navigate to your Steam or GOG installation of TQ Anniversary Edition. Since the Atalantis update, you can't use the original THQ MapCompiler.exe which ArtManager gets from the tools directory to compile the map. If you don't do this, the map's pathing will be broken and unusable. This really flummoxed the mod community for a couple months after the update as all our maps were broken until @Prosoro got this tip from the devs themselves.

Once you have made any edits or simply want to add the map as-is, right click the "world01.wrl" in the ArtManager for the mod the map is going to be in and select "auto-create asset".

Build the mod and enjoy your original game map in your mod.


*NOTE*
Terrain textures in the Atlantis DLC are not loaded in the map editor by default as of this writing, @Endymion suggested a quick fix below.

Create a directory in your mod's build directory inside the Resources directory and name it "XPack3". If you already have a directory named XPack3, use that and create a directory in there and name it "TerrainTextures".

Use an ArcExtractor to unpack the Resources/XPack3/TerrainTextures.arc to this new directory.

In ArtManager, load your mod, then click the "Archive" in the menubar and select "Build". This will pack all these terrain textures into an "XPack3.arc".

Load up the map editor and viola! The terrain textures are now visible.

Do the same process for Resources/XPack3/Scenery.arc and Resources/XPack3/Underground.arc to see the walls and such as well.

Do it with the Resources/XPack3/Creatures.arc as well to see the monster proxies.

3
Bug Reports LOC AE / OPEN BETA TEST
« on: 25 February 2019, 21:49:14 »
https://mega.nz/#!UohS2YLD!bkybysYlOtOfbpXXKfzy7ZsSXoRLq4AhLrVa2OTU9s8

650MB Download

Requires Ragnarok expansion to play.

Download the link above and extract the legionofchampragnarok_v1 folder to your Documents folder like so:

Documents ->
                      My Games ->
                                            Titan Quest - Immortal Throne ->
                                                                                               CustomMaps ->
                                                                                                                        legionofchampragnarok_v1

This is an open BETA test release.

I am testing for minor bugs and gross imbalance issues. I'm not looking for feedback on design issues.

Visit the Game Play Videos thread here

https://titanquestfans.net/index.php?topic=126

to see what the mod is like.

I once stumbled on a video of someone exploiting a bug in the AE version Monster in the Woods quest to get unlimited Champ Hearts lol

So things like that would be helpful to find before I release the finished mod.

Please report bugs in this thread.

BUGS LIST:

Champion Heart Recipes missing text tags (fixed for next update)

4
Bug Reports LOC AE / Alpha tester bug reports
« on: 29 November 2018, 04:08:57 »
Post the bugs here. EXPOSE MY SHAME TO THE WORLD.  :))

5
https://www.youtube.com/channel/UCWP2ABMB20FD2N_-ochNERQ

I am watching his niche Shaman build using life leech (not ADCtH).

He's pretty thorough and has a great grasp of TQ game mechanics.

Enjoy!

6
Other Modifications / Simple tutorial to add effects to animations
« on: 02 February 2018, 00:24:25 »
Do you know what an AIF file is? I don't.

Are you an expert with 3DSMax? I haven't touched it in 15 years. I downloaded Blender, but the learning curve is too steep for what I want to do (or what I am capable of lol).

DISCLAIMER: This method bypasses the ArtManager's source/asset functionality. Every time you do a fresh build of your mod after using this method, the ArtManager will ask if you want to delete the unassociated resource that is the animation you added. Just click no every time. It's annoying, but if you aren't a real developer and just want quick and dirty, it's a small price to pay.


I am assuming you are familiar with ArtManager and other tools already.

So here is the poor (or dumb like me) person's way to add a particle effect to an animation.

Here's the example. There is now a Saberlion Hero since Anniversary Edition, Creatures/Monsters/Saberlion/um_saberlion.dbr, and I want to give it an ice breath skill.

You could make it a wave and add a line effect to the skill file, but why do that when you can get a genuine looking breath effect? So let's add a snow breath effect animation to the Sabrelion.

We will need the animation files in a bit. Use ArcExplorer to extract the creature meshes and animation files somewhere.

Navigate to Creatures/Saberion/Saberlion01.msh in your Viewer.exe located in your install directory for TQ.

Here's the saberlion with the menu bar ->View/Attach Points enabled. Attach points are arbitrary points on the mesh usually attached to a "bone" in the mesh but always specified with an alignement to the mesh or bone XYZ alignment. Here is the Viewer.exe result of the Saberlion mesh using it's native "saberlion_attalpha.anm" animation. I have highlighted the "HeadEffect" attach point using the menu bar -> Select... -> HeadEffect -> Select.




Now the Ice Sprite already has an animation with a baked in ice breath particle effect, let's just use that? What the...?




You can use that if you want, but that's not what I am envisioning. :)

Here's the ice sprite in the Viewer.exe. Notice I have selected "HeadEffect" attach point again (which is important to know later) and it is highlighted. Now also look closely and notice the three arrows in the white box of the highlighted attachment? Those are the X,Y,Z axis of the attach point. Notice the green one? That is the "Y" axis. These colors match the colors in the PSEditor's three XYZ axis, too.




Here is the effect that the ice sprite frost breath animation calls in the PSEditor. Notice that it flows along the green "Y" axis? When it is attached in the animation file to the ice sprite "HeadEffect", the effect will orient itself to the attach point of the mesh. So if the effect is along the "Y" axis and the attach point is aligned with the "Y" axis facing the player, everything looks great.




Now navigate to Creatures/Monsters/Sprite/anm/spriteice_skill_castprojectile.anm. Open it with a GOOD text editor. I am using Notepad++ because it works and it's free. Here's what we see:




Scroll all the way to the bottom and see all the callback point stuff like "RightHandHit", "SwipeRight" etc. There is the entry I am looking for "CreateEntity". That's the language to add something to the animation from outside like an effect. Highlight and copy the CreateEntity and everything between the following braces { }.


Now navigate to Creatures/Monsters/Saberlion/anm/saberlion_attalpha.anm, this is the animation I chose to use. You could use any, but this looks more like a breath attack so I am using this one. Open this in your text editor and scroll all the way to the bottom.

Place your cursor at the the last place in the file and create a new line there. Paste the CreateEntity stuff you copied from the ice sprite animation.


Notice I matched the "frame" in the CreateEntity part with the moment in the animation I want it to go off, in this case it's the RightHandHit callback point.


Now, save the saberlion animation file somewhere making sure to maintain the ".anm" file extension.


Remember, this is the poor (or dumb) person's way. Not the RIGHT way, whatever that is. If I knew that, I wouldn't be writing this tutorial.

Copy and paste your new animation NOT in your working directory, but in the Documents/My Games/CustomMaps/YourMod/Resources/Whatever folder of your existing mod, e.g. Creatures/Monsters/Saberlion/anm/.


Open up your existing mod in Art Manager. In the menubar, select "Archive" -> "Build". This automagically injects your animation file into your compiled mod's .arc file that matches the directory in the Resources that you pasted the animation into. This is not the usual build command, I have only ever used the "Archive->Build" for doing this.

Now go to the Saberlion animation directory in Art Manager. Creatures/Monsters/Saberlion/anm. Open the "anm_saberlion.dbr" file.

In the All Groups -> Animation Sets -> Unarmed tab scroll down to "unarmedSpecialAnim1" row. Double click in the 4th column and click the "...". Navigate to the new animation you just archived and select it.

Two rows below that is the unarmedSpecialRef1 slot. In the fourth column enter "Icebreath". Remember the case, it doesn't matter what it is as long as it's the same wherever you use it later.

In the skill file that the ice sprite's use "Records\Skills\Monster Skills\Attack_Projectile\IceSprite_FreezingBlast.dbr", there is an entry to add Skill Config -> skillSpecialAnimationName. Enter "Icebreath" here as well. Don't worry, the ice sprites will still use their animations because it is their default for spellcasting in this case. That could cause problems sharing a monster skill between monsters, but just be careful and check. You could always copy the ice sprite skill and give it another name no problem.


In the Saberlion Hero's (Creatures/Monsters/Saberlion/um_saberlion.dbr) skill tree enter the ice sprite breath skill. Enter it in the saber lion's skill config as you wish.

Build your mod.

Bam. Saberlion hero has ice breath now.

8
Ideas and Suggestions / Version 2 Development LOC
« on: 03 December 2017, 21:29:49 »
Okay, so with the latest patch, my new version I've been working on crashes to desktop whenever trying to open the skill pane window.

I tried rebuilding with the latest version of ArtManager, importing the new templates. Nothing. Crash crash crash

I tried decompiling the new Ragnarok map, but the decompiler tool made by...I forget, but it's a fan made utility...crashes when it comes to a map with a name that uses a UNICODE character. My US English ascii version of Windows (and the windows components that the utility accesses) CAN'T READ UNICODE NAMED FILES and just crashes in defeat.

So unless I learn to read Swedish and install a Swedish version of Windows, and then develop a 3rd party map decompiler on that system, I can't include the new map in my mod.

<bangs head on keyboard repeatadly>

So I am starting version 2 over again today without a game map. <weak hurrah>

EDIT: So I downloaded the Swedish language pack for Win 10, changed my Locale settings and still crashes:


Pages: [1]