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Topics - WNG

Pages: [1] 2
1
Around the world / Community game : True or false?
« on: 18 May 2019, 01:37:22 »
I had this silly idea that a community-driven game would be very enjoyable on this forum. So for this reason I suggest one for you all. This one is very simple, it's called True or False.

Basically, every poster says 3 facts about himself or herself, 2 of them will be true, the other one will be false. The other people have to figure out which one of those facts is the false one.



Alright, so I start :

1] I dislike rain
2] I dislike vegetables
3] I dislike cats

2
I rebuilt the mod with the new Art Manager to "update" it to Atlantis as per recommended by developpers. I launched the game and my mod worked just as fine as it did.

I then proceeded to send it to two friends for them to try it, but it wouldn't work for them. Custom textures and UI pictures weren't loaded, the text tags from Modstrings does not load, etc. What I sent was the folder of my mod from "custommaps", only leaving .arc and .arz files.

Anyone else suffering the same issue? Have you tried to see if your mod runs on other machines?

3
Modifications / Bug rebuilding pathing of Vanilla map
« on: 21 April 2019, 00:59:40 »
This issue seems really odd to me. I first imported the map of the game in the Editor for modifications, following those steps :

Is there an possibility to open the original Titan Quest map so it can be modified?

Here's a link to the game map I extracted:
https://mega.nz/#!94IjWQaa!0tG2WcGzqv70OkDGAZhmtFi8X2cgnHzRCh-1X82DRZE

Extract the "Levels" directory to a mod's Source directory root. Don't use the "Maps" for this. Xpack and Xpack2 are self explanatory.

Here's the World01.wrl and the World01.sd I forgot to add. Place them in the YouMod/Source/Levels/World directory.
https://mega.nz/#!shgmjK7R!zgItf1TSosSLLRCJHQt6Ii-Yfdz-pBWevLrj3582gQg

Once all is in place, right-click the World01.wrl file and "Auto Create Asset". Hit build and wait a while for it to build.

I then modified parts of the map, rebuilt the pathing, and it works! Or, it works in certain places. I edited the map in the act 3 and it works fine. I also edited a part of the map in the Act 4, but my character now can't step in this part of the map at all.

Is there a special manipulation needed for XPack maps?

4
↜ Getting started with the Editor! by WNG ↝
Part 2 : Building Grids



Introduction

Hello! This guide will show you how to create your first basic map with the Editor, the tool to create custom maps for Titan Quest. Part 2 will show how to create a basic cave environment.

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

I. Getting started

I. Open the editor:

Open the editor and load your worldmap file to begin creating a cave.

II. Create a new grid:

Caves are built with grids. To build a cave, you need to create a new grid. To proceed, be in Layout Mode, and on the upper bar, choose Region > Add New Grid... Here, you can setup the name of your grid, the width and length in cells and the number of height levels. Make sure to save it in 'Maps' folder.

Spoiler for Hiden:

When satisfied, press OK. This will generate your grid in your map.

II. Grid Design

I. Select a grid style and paint:

Select your grid and press on Jump to Region. You will notice that regular terrain-sculpting tools do not work here, because you have no terrain to work with. Grids are edited differently. To begin setting it up, press on the Grid button. This should open up a menu and make a blue grid appear on the screen. If you are currently editing a regular terrain, there will be no grid, and the menu has no effect.

On this menu, you can setup many proprieties for your grid (see picture for details.)

Spoiler for Hiden:
Grid Types
System : Determines the style of your cave. Each file modifies the look of the ground tiles, look of the walls and the feature tiles.
Walls : Select Wall to draw the bounds of your cave. You need ground tiles for them to display. Select No Wall to erase walls.
Floor : Select Floor to draw the terrain your player can walk on. Select No Ground to erase tiles you have placed. It will also destroy walls that were placed on the tiles.
Features : Special tiles for greater looks or transitions. We will get to that later…
Resize Tool
Self-explanatory. Allows you to resize your whole grid by adding or removing cells in the fitting axis.

With this, you can draw a very basic cave shape. I drew this using the following grid system.
Code: [Select]
records\underground\naturalcave\greece\naturalcave\greecenatcave.dbr
Spoiler for Hiden:

II. Create darkness:

You will inevitably notice how the cave looks anything but sinister. It is way too flashy inside. Let's fix this by visiting the Layer Painting menu.

Layer Painting has multiple uses. One of those being creating custom lightning for specific zones. By default, when you open the menu, the Layer type is set to "Fog/Lightning Layer". This is exactly what we want. Press New to create a new layer. Name it if you wish.

Spoiler for Hiden:

Below will appear many options to setup your custom lightning/fog. For this tutorial, I simply want to make my cave more dark. To do this, I set the values of Red/Green/Blue of both Sky Ambient Color and Ground Ambient Color to 0.50, using the sliders. Then, you can use the left-mouse button to paint the zone where you want this layer to be effective. Hold Shift key to remove paint, and press Ctrl key to paint all the current area. This is the expected result.

Spoiler for Hiden:

III. Adding light particles:

We can also add lights to add more life to our caves. To do this, go to the Entity menu. Lights are stored as objects which can be placed anywhere around the world. Here's where you can find them.

Code: [Select]
records\lights\...
records\xpack\effects\lights\...
records\xpack2\lights\...

Inside those directories are stored multiple light objects that are particularly noticeable in dark areas, allowing you to do something like this :

Spoiler for Hiden:

IV. Adding decorations:

Still in the Entity menu, you can find decorations fitting the natural caves in the following directories.

Code: [Select]
records\underground\...
records\xpack\sceneryunderground\...
records\xpack2\underground\...

Inside, there is more folders which split cleverly the decorations into acts. Since I'm currently working on a Greece-looking type of cave, I will use exclusively stuff from this directory:

Code: [Select]
records\underground\naturalcave\greece\naturalcave\...

I re-edited the base shape of my grid, and added many decorations, and you find yourself with a decent-looking lair.

Spoiler for Hiden:

III. Grid Linking

I. Placing entrances:

Your cave looks cool and all, but right now it is unaccessible... or if your hero starts inside, it can't exit it, which is fine if your custom map is limited to a single cave, but that's unlikely. So let's link it to the real world.

In the Grid menu, place a feature tile that acts like an entrance (often specified in the tile name.) For example : "GreeceDngEntrance_C01_Int". Do not try to simply put a ground tile and put walls around it; you must use a feature tile to allow transition.

Spoiler for Hiden:

In the Entity menu, place an entrance to an underground level. The one I will use for this tutorial :
Code: [Select]
records\underground\naturalcave\greece\naturalcave\greecedngentrance_a01_ext.dbr
Spoiler for Hiden:

A gentle reminder to save your hard work.

II. Placing UI indicators (optional):

If you are one that wishes to place indicators on the minimap for "Cave Entrance", you can do so by visiting the Entity menu and browsing into this folder:
Code: [Select]
records\poi\...
Names of the indicators are self-explanatory. Place them in the editor and the POI icon will appear at this location on your minimap.

III. Link entrances together:

Time to link your entrances together. Press on the Portal menu. In front of the entrances you placed earlier should appear yellow rectangles.

Spoiler for Hiden:



Here, all you have to do is select one of the two [...] buttons and press one of the rectangles. Do the same process for the other one, so both portals are inserted in the fields. Then press "Link". Do it the other way around so the portals work both-ways.

If the linking was succesful, the yellow rectangles will turn green. If any of the portals is deleted, the one it was associated with will be red instead.

!!If you receive this error message, here's what to do!!

This will disallow you to link portals. To fix this issue, save your work and relaunch the editor, then try again. This issue often apepars when you place entrances and try to link them on the same session.

5
↜ Getting started with the Editor! by WNG ↝
Part 1 : Basic Tools



Introduction

Hello! This guide will show you how to create your first basic map with the Editor, the tool to create custom maps for Titan Quest. Part 1 will show all the basic tools to shape your world and how to make it playable in-game.

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

I. Getting started

I. Setup your mod:
If this hasn't already been done yet, open the Art Manager and create your mod. To do so, select Mod > New... and give your mod a name. When this has been completed, you can close it for now.

II. Open the editor:
When you have a mod to work with, open the Editor tool. After some loading, you will be prompted to select the world file you want to work on. You probably don't have a map in your mod yet, so select the "Maps" folder, then give a name to your map file. When you are satisfied, press OK.

Spoiler for Hiden:

You will be welcomed with a black screen. This is your map which will contain all your regions. To add a new region, go to Region > Add New Terrain... Create one inside your "Maps" folder, name it, and choose the map size. Proceed by pressing OK.

Your map will be created in space. To see it from closer, select the map and press on the button. Your map will be empty and textured with sand alone.

To move the camera around, drag your mouse with the right-click. Click with the mouse wheel to change camera rotation.

II. Sculpting Tools

Raise Tool
Lifts a surface. On the left side, you can adjust the radius, strength and speed of the brush effect.
Spoiler for Hiden:

Roughen Tool
Roughen the terrain. On the left side, you can adjust the radius, strength and speed of the brush effect.
Spoiler for Hiden:

Smooth Tool
Smooth the terrain. On the left side, you can adjust the radius, strength and speed of the brush effect.
Spoiler for Hiden:

Plateau Tool
Flattens the terrain at the set height. On the left side, you can adjust the radius, strength and speed of the brush effect. You can also modify the height of the plateau effect, either by input a value in meters on the left or adjusting it with Ctrl+Mouse wheel.
Spoiler for Hiden:

Relative Plateau Tool
Raise or dig the terrain by the set amount of meters. On the left side, you can adjust the radius, strength and speed of the brush effect. You can also modify the height of the plateau effect, either by input a value in meters on the left or adjusting it with Ctrl+Mouse wheel.
Spoiler for Hiden:

Copy Terrain Tool
Press Ctrl+C to get a mold of a terrain, and paste it around with Ctrl+V or a left click.
Spoiler for Hiden:

Ramp Tool
Create a ramp. Drag your mouse to choose the length of the ramp. Adjust the width, in meters, on the left part of the screen.
Spoiler for Hiden:

III. Painting Tools

Painting Tool
Used to paint textures. You can add textures to your region in the Texture Layers array.

Add Layer: Add a texture to your map, that you can use to paint.
Remove Layer: Remove the texture from the map.
Move Up: Move the selected texture up, making the texture appearing behind the ones below.
Move Down: Move the selected texture down, making the texture appearing over the ones above.
Load Layers: Load a set of textures.
Save Layers: Save a set of textures to be loaded later on another region.
Set Top Layer: Set the selected texture above all the others.
Toggle Layer: Toggle the visibility of the layer.

Use the brush properties to adjust the strength and the opacity to create different texture effects.

Strength:
Spoiler for Hiden:
Comparison between 10% - 100%
Opacity:
Spoiler for Hiden:
Comparison between 100% - 50% - 20%

Combine multiple textures at once, play with different opacities and you can come up with a quite basic terrain like this.
Spoiler for Hiden:

Impassable Area Tool
Used to paint impassable terrain. Players can not walk over this terrain. Paint with Shift pressed to remove the impassable area.

IV. Water Tools

Water Brush Tool
Select a water type and paint it on the world with the set Radius and Height, on the left. Select "None" to remove painted water.

Add: Add a new water type.
Edit: Edit the selected water type. See the spoiler below for the editable parameters.
Spoiler for Hiden:
Name: Name of the water type, in the editor.
Sky: Sky effect.
Noise: Noise emitted of the water type.
Speed: Speed of the water.
Smoothness: Smooth factor of the water.
Specular: ???
Reflectivity: Ability of the water to reflect objets and light.
Direction: Change the direction of the flow of the water.
Scale X: Scale of the water texture on the X axis.
Scale Y: Scale of the water texture on the Y axis.
Min-Max Depth: Displayed depth of the water.
Min-Max Opacity: Opacity of the water.
Color: Color of the water using Red, Green and Blue values.
Remove: Remove the selected water type from the world.
Copy: Duplicate the selected water type.
Import: Import a previously exported water type.
Export: Export a water type.
Spoiler for Hiden:

River Tool
Select a water type and draw a river using Bezier curves. Press Shift to place points, Backspace to remove one. Adjust them with their own curves, and press ENTER to confirm your river.
Spoiler for Hiden:

V. Placing Objects

Place Entity
Press on this icon to have access to all the entities of the game (and the custom ones you have created, if you have made any.) It contains items, monsters, NPCs and environnement objects. Those are the ones we will be interested in. Not all (but most) scenery objects are located in these folders:

Code: [Select]
records\scenerybabylon\...
records\sceneryegypt\...
records\scenerygreece\...
records\sceneryolympus\...
records\sceneryorient\...
records\xpack\sceneryhades\...
records\xpack\scenerymedit\...
records\xpack\sceneryunderground\...
records\xpack2\scenery\...
records\xpack2\sceneryasgard\...
records\xpack2\scenerycelticheartlands\...
records\xpack2\scenerydarklands\...
records\xpack2\scenerygreece\...
records\xpack2\sceneryjotunheim\...
records\xpack2\scenerymuspelheim\...
records\xpack2\sceneryscandia\...
records\xpack2\scenerywildlands\...

These folders are generally composed of two other folders: "nature" (for natural landscapes) and "structure" (for towns, cities, etc.) When placing an object, you can select it to move it around and turn it around the X axis alone.

With what we have seen so far, we are already able to make in a few minutes a very simple forest scenery. Only by adding trees and water, we can give an entirely new feeling to our map.

Spoiler for Hiden:

Looking better, yes? Now let's add rocks and bushes and let's see what it looks like.

Spoiler for Hiden:

Decent enough. When you are satisfied with your map, let's make it playable.

VI. Make the map playable

I. Place the spawn point:
To make your map playable, you need to define where your character will spawn at the beginning of its journey. To do so, place the player spawner found here :

Code: [Select]
records\controls\spawnplayer.dbr
II. Compile your map:
On the bottom of the Editor, switch to the Layout view, back where we were previously. We will compile the map to build later in the Art Manager.

Go to Build > Rebuild All Pathing. This will update the items on the map and the pathing obviously.
Afterwards, go to Build > Rebuild All Maps. This will generate the map texture for your map(s).

Those options exists with a "Selected Maps" alternative, instead of "All Maps". It's particularly useful to select specific maps to build when your maps become full of regions.

Spoiler for Hiden:

When the texture has been generated, it could look like something similar to this picture below.

Spoiler for Hiden:

When you have built your maps, do not forget to save all!

III. Build your map's assets:

Launch Art Manager. Browse to your Maps folder; you should see new things inside. From all the files you will see, you only need to build the .wrl and the .tga file(s). When building the .tga texture, you can select "Texture" and ignore the other parameters without worries.

Spoiler for Hiden:

When this has been proprely done, go to the Assets tab and build the assets by right-clicking on them.

Spoiler for Hiden:

You are now ready to build your mod, using F7, and can playtest your map. In Part 2, we will explore more things to do with the Editor.

6
Other Modifications / [Tutorial] PSEditor!
« on: 13 March 2019, 02:20:29 »
↜ PSEditor! by WNG ↝

Introduction

Hello! This guide will show you how to use the PSEditor tool, wich allows you to create and edit special effects to use them in the game. It is very flexible and opens a lot of possibilities!

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

Without further ado, let's get this started.

I. Create the effect

I. Launch PSEditor:

This tool is located at the root of TQ's installation folder. Assuming you use Steam's AE version, it should normally be in there.

Code: [Select]
C:\Program Files (x86)\Steam\steamapps\common\Titan Quest Anniversary Edition
Double-click on it to open it. The interface will be a gray screen. To proceed, simply go to File > New. A smaller interface should appear. The dark-blue screen is your scene where you will be able to visualize your effect. Right now, your scene is empty. To get started, click on Create New, on the left of the screen, to add a particle emitter to your scene.

!!!Before we go any further...!!!

Many parameters in PSEditor are adjusted with curves (like seen in this spoiler below.) The curves represent the evolution of a parameter over the lifespan of the emitter, the left part being the start of its life and the right part, the end. You can adjust the values using the handles at the extremities of the curve. Also, if you desire, you can add new breakpoints by right-clicking where you want one. They can be removed at anytime, by right-clicking on them a second time.

Also, note that you can adjust the value range of your curves in the field of the same name.

Spoiler for Hiden:

II. Overview of Effect Options:

Create New: Add a new particle emitter to the scene.
Clone: Duplicates the selected emitter and adds it to the scene.
Delete: Deletes the selected emitter.

III. Overview of Global Options:

Debug Lines: Displays the X, Y and Z axis, along with the size of your emitters in the editing screen.
Simulate Flight: Runs a simulation of your effect following a looping, circular movement.
Pause: Freezes the particles in place.
Reset Camera: Resets the camera to its default position.
Run System: Restarts the particle system.

IV. Overview of Emitter Options:

Name: Name of your particle emitter in the scene. No effect in-game.
Pick Texture: Selects the texture of your particle effect. You may browse in a huge amount of directories, but the best place to look is here: "Effects\textures\...". The file must be of the type ".tex". Note that if you use an incompatible file type or a texture that the editor doesn't recognize, it will be replaced by a yellow-blue checkerboard.
Pick Shader: Selects a shader for the particles from this emitter. The file selected must be of the type ".ssh". Here are the two principal shaders that are used for effects :
Shaders\particle\particleadditive.ssh (Black is transparent)
Shaders\particle\particlecombine.ssh (Black is opaque)
Frames Per Second: ???
Type: Shape of your emitter.
Emitter Life Span: The lifespan of your emitter is the duration, in seconds, during which it will emit particles.
Looping: If checked, the emitter will start playing again when the lifespan is up.
Flatten Motion: Requires the Velocity parameter to have a value greater than zero. If checked, it repulses the particles away from the center of the emitter.
Render: If checked, the effect is visible in the editor screen. When too many particles are on the screen, it can be useful to toggle other emitters off and focus your attention on a single emitter.
Implode: Requires the Velocity parameter to have a value greater than zero. If checked, it attracts the particles in the center of the emitter.
Emit Locally: If checked, it makes the particles stick to the emitter despite movement. You can only see the difference with Simulate Flight activated.
Velocity: Speed given to your particles.
Emitter Size: Size of the area inside which your particles can appear.
Emit Angle: Angle of the emitter.
Emit Rate: Emission rate of the emitter. The higher it is, the more particles will be created at once.
X Offset: Offset of your emitter on the X axis.
Y Offset: Offset of your emitter on the Y axis.
Z Offset:Offset of your emitter on the Z axis.
X Rotation: Rotation speed of your emitter on the X axis.
Y Rotation: Rotation speed of your emitter on the Y axis.
Z Rotation:Rotation speed of your emitter on the Z axis.
Initial Rotation: Initial rotation angle of your emitter on the X, Y and Z axis respectively.

V. Overview of Particle Options:

Particle Life Span: Lifespan of a single particle.
Size: Size of a single particle.
Rotation: Rotation speed of a single particle.
Color/Alpha: Manages the color/alpha  of a single particle. Unlike other parameters, this one has 4 curves to adjust. The colored curves adjusts the corresponding color value. The gray one controls the alpha.
Gravity: Effect of gravity on a single particle.
Stretch: Only works when either Gravity or Velocity has a value greater than zero. Stretches the texture of a single particle.
Friction: "Weight" of a particle. It diminishes the effect of Gravity or Velocity.
Orient Vertically: If checked, makes your particles face up.
Random Orientation: If checked, your particles are given a random orientation.
Motion Orient: ???

VI. Overview of Light Options:

**Thanks to Bumbleguppy for illuminating me.**

Adds a light effect to your particles.

Enabled: If checked, renders the light.
Shadows: If checked, allows the light to cast shadows.
Off During Day: If checked, the effect doesn't display during ingame daytime.
Simple: ???
Color: Color of the light effect. Unlike other parameters, this one has 4 curves to adjust. The colored curves adjusts the corresponding color value. The gray one controls the alpha.
Radius: Range of your light effect.

VII. Save your work:

Explore, experiment, and try new things! When you are satisfied of your work, go to File > Save As, and save it under the name you like. Add ".pfx" extension before saving!

II. Make your effect usable

I. Import your effect in your mod:

Launch the Art Manager and load your mod. Create a directory called "Effects" where you could store your future effects (or not, it's up to you, really.) Import your new effect by browsing in this directory.

Code: [Select]
C:\Users\xxxxxxxx\Documents\My Games\Titan Quest - Immortal Throne\Working\source
Spoiler for Hiden:

When imported, create its asset. Then, visit the Assets tab and build your effect here as well. Build your mod by pressing F7.

Spoiler for Hiden:

II. Create the .dbr of your effect:

It is time to create the database entry for your effect. Create a new record and set its template to "Effect.tpl". Rename the new record if you feel like it (you probably do.)

Open the new record. The file is very small, and only has one field worth editing for us: "effectFile". Browse for your custom effect use it to replace the placeholder. If your effect doesn't appear, make sure you have built it proprely in the previous step.

Spoiler for Hiden:

When your modification has been completed, save your work, build your record and build your mod. Your effect will now be usable in the game.


7
Other Modifications / Customized animations cause crash
« on: 06 March 2019, 22:11:33 »
Hi.

I've edited some dragonian animations. I extracted the breathing animation and, with a text editor, changed the special effect of the breath. I've then put them in an archive and applied them to new heroes. The thing is, whenever they attempt to use this animation, the game crashes 100% of the time.

What could be causing this?

8
Art Manager / [Tutorial] Add a custom monster to the game!
« on: 25 February 2019, 01:53:05 »
↜ Add a custom monster to the game! by WNG ↝

Introduction

Hello! This guide will show you how to create new enemies and include them to the monster pools to make them appear in the game among others. This was requested by sauruz. Hope you like it!

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

Without further ado, let's get this started.

I. Create a new texture (optional)

This step will require:

I. Gather ressources:
The plan is to create a new Hero Epiales, because Epiales are awesome. I want to give my new hero a new texture, and to do this I will import an existing texture from them. Open ARC Explorer, and browse in the directory of your game. My access path is this one :

C:\Program Files (x86)\Steam\steamapps\common\Titan Quest Anniversary Edition\Resources

Inside, you will see a bunch of .arc files. The textures of monsters are stored in Creatures.arc. If you want to pick a creature from an expansion, pick the Creatures.arc from the folder XPack (Immortal Throne) or XPack2 (Ragnarok). Following this example, my Epiales texture is in the XPack's Creatures.arc. Load this .arc file in ARC Explorer. From there, you will see multiple folders named after the monsters. I will pick "epialeshero.tex". Save the file where you can retrieve it.

Spoiler for Hiden:

Launch TEX Viewer and open your texture. You will see it appear on the screen. All you have to do is export it and save it under the ".tga" format.

Spoiler for Hiden:

II. Edit the texture:

Open your image-editing tool, and open your texture. Do the edits you wish to it and save your changes, still in ".tga" format. If you want to follow my example, you can take this texture for the following steps. (Make sure to save it in .tga!)

Spoiler for Hiden:

III. Import your texture into your mod:
Open the Art Manager and select your mod. It will now be time to import your texture into your mod. Before importing it, I'd recommend creating a folder specifically for your custom textures. To do so, right-click on "name_of_your_mod/source > Create New Directory".

Now, select the matching folder, right-click, and select "Import...". Find your texture and select it. It should appear in the menu. Right-click it and choose Auto-Create Asset. You will be prompted to choose between Texture or Bitmap. Choose Bitmap, and proceed by pressing OK.

Spoiler for Hiden:

IV. Build your texture:
Your texture isn't quite in your mod yet. You will need to visit the "Assets" tab, and seek your texture in the folder structure, wich should be the same as in your "Source" tab. Right-click on it and choose "Build". When that is done, build your mod by pressing F7. Your texture will now become usable in your mod.

Spoiler for Hiden:

II. Create the monster

I. Copy an instance of the base monster:
To make it simple, it is easier to work from an existing instance of the monster. Let's import an Epiales. In the upper bar, go to Database > Import Record... This will be the record I will be importing.

"records\xpack\creatures\monster\epiales\xhero_cthulekes_45.dbr"

In the Database tab of the ArtManager, open the folders to access the record you just imported. Right-click on it, and duplicate this record and rename it (to not overwrite stuff already in the game.)

Spoiler for Hiden:

II. Edit the monster:

Double-click on it to edit its parameters. You will see there is a lot of tabs and parameters, but worry not : I will identify the most important ones to edit and the ones you are the most susceptible to be interested in.

Spoiler for Hiden:
Monster Parameters
Spoiler for Hiden:
Monster Classification
A droplist out of which you can select the type of enemy this one is.

Character
Spoiler for Hiden:
Char Level
Level of your enemy. It's an array; so you can input multiple values for each difficulty.
Experience Points
Experience reward upon killing the enemy.
Hand Hit Damage Min/Max
Physical attack damage when your enemy attacks with bare hands (or tentacles, in Epiales' case.) You can input minimum and maximum values.
Character Racial Profile
The race of your enemy. Ghost, Beast, Olympian... it's an array, so you can put as much as you want at once.

Actor Variables
Spoiler for Hiden:
Description
Name of your enemy. Refer your tag in your 'ModStrings.txt', more info here : https://titanquest.fandom.com/wiki/Modstrings.txt
Base Texture
Base texture of your enemy. !!! This is where you put your custom texture !!!

Character Bio
Spoiler for Hiden:
Self-Explanatory. This is where you put innate values of your enemy, being resistances, attributes and others.

Reward
Spoiler for Hiden:
Gold Generator Chance
Chance to drop gold. If left blank, it will never drop gold.
Gold Generator
The formula of gold associated to your monster. Here's the two you are the most susceptible to be using.

For regular mobs : records\item\miscellaneous\gold\monstergoldgenerator.dbr
For champion/hero mobs : records\item\miscellaneous\gold\championgoldgenerator.dbr

The full list of gold generators are here : "records\item\miscellaneous\gold\...".

Skill Tree
Spoiler for Hiden:
Self-Explanatory. Refer in 'skillNameX' fields the .dbr of a skill you want to give to your hero. Here you need to refer both active skills and passive skills (this includes "racial" passives, such as Undeads' resistances.) Keep in mind you have to put the level of the skill in the fitting 'skillLevelX' field. It's an array, so you can have 3 values : one for every difficulty level.

Useful links
Spoiler for Hiden:
You can find skills from Vanilla masteries here :
records\skills\defensive\...
records\skills\earth\...
records\skills\hunting\...
records\skills\nature\...
records\skills\spirit\...
records\skills\stealth\...
records\skills\storm\...
records\skills\warfare\...
records\xpack\skills\dream\...
records\xpack2\skills\runemaster\...

You can find monster skills here :
records\skills\monster skills\...
records\xpack\skills\monsterskills\...
records\xpack2\skills\monster skills\...

Finally, useful passives you may want to use :
records\skills\monster skills\defense\armor_passive.dbr (Grants passive armor protection)
records\skills\monster skills\defense\construct_resists.dbr (Passive resistances for Construct Race)
records\skills\monster skills\defense\resist_ghost.dbr (Passive resistances for Ghost Race)
records\skills\monster skills\defense\resist_undead.dbr (Passive resistances for Undead Race)
records\skills\monster skills\defense\trap_resists.dbr (Passive resistances for Device Race)

I won't show how to create custom skills here though. This is for another time.

Skill Configuration
Spoiler for Hiden:
This is where you setup how your enemy will use its active skills (granted it has the necessary energy to cast it.) All the skills mentionned here have to be included in the Skill Tree, otherwise the enemy will be unable to cast it.

Attack Skill Name
Instead of attacking, it will use this skill. For example : Mage Empusas throwing poison bolts with staves that aren't poison staves.

Buff Self Skill Name
A skill that the enemy will use on itself during the fight.

Buff Other Skill Name
A skill that the enemy will use on an ally during the fight.

Heal Skill Name/Delay
A skill that the enemy will use to heal during the fight (and the delay between each use.)

Heal Skill Name/Delay
A skill that the enemy will use to heal during the fight (and the delay between each use.)

Beserk Skill Name
???

Dying Skill Name
A skill casted immediately upon dying (I think it is casted without taking energy cost and cooldown into account.)

Initial Skill Name
A skill that is used as soon as the enemy identifies you.

Special Attack X Skill Name
A skill that is available to the enemy during the battle.

Special Attack X Timeout
Cooldown of Special Attack X, during which the skill will be unavailable.

Special Attack X Delay
Delay before possibly reusing the Special Attack X.

Special Attack X Chance
Chance to use Special Attack X.

Special Attack X Range
Picklist that determines various ranges at which the enemy has to be from the player to use the Special Attack X. The range values are in meters, and can be individually modified for every monster below. Select 'AnyRange' to make it use the skill regardless of the distance the monster is from the player.

x Range Min/Max
Specifies the minimum/maximum distance in meters that is "Short/Medium/Long Range".

Chain Initial Skill
A skill that, when used, forces the enemy to use a specific skill in sequence.

Chain Next Skill
When the enemy uses the skill specified at 'Chain Initial Skill', it will use this skill afterwards.

Chain Behavior
Determines the target of the skill specified at "Chain Next Skill".



Modify the parameters you wish. Feel free to explore and try new stuff as well. When your work is done, save, then right-click on your .dbr and build it.

III. Include your monster in monster pools

I. Import a monster pool:

Monster pools select a number of enemies from a table and makes them appear in-game. This is what makes every run of TQ different, because we never come across the same
combination of monsters at the same place. To include our monster in the game, we will have to take the exisitng monster pools. Proceed by importing a record, and visit those folders to find them :

records\proxies greek\area001\pools\...
records\proxies egypt\pools\...
records\proxies orient\pools\...
records\xpack\proxieshades\pools\...
records\xpack2\proxiesnorth\pools\...

From there, navigate into the folders (named after racial types) and pick one or multiple tables you want to include your monster in. For my hero Epiales, I will import all the tables related to Epiales. That is :

records\xpack\proxieshades\pools\demon\epiales_01_general01.dbr
records\xpack\proxieshades\pools\demon\epiales_01_general02.dbr
records\xpack\proxieshades\pools\demon\epiales_02_general01.dbr
records\xpack\proxieshades\pools\demon\epiales_02_general02.dbr
records\xpack\proxieshades\pools\demon\epiales_03_general01.dbr
records\xpack\proxieshades\pools\demon\epiales_03_general02.dbr

II. Include your monster in the pools :

Open your newly imported monster tables. To include your monster, you will need to refer it inside either "Pool" (if it is a regular monster) or "Champion Pool" (if it is a champion/hero monster.) Technically, you can include it in both, but there's no point.

So, since my Epiales is a hero, I will include it in "Champion Pool", but it works just the same for regular mobs. Here is, in the spoiler, a quick description of the fields to edit.

Spoiler for Hiden:

nameX
The .dbr file of the monster you wish to include. !!! This is where you put the .dbr file of your new creature !!!
weightX
The flat odds for it to appear, in comparison to the other creatures in the file.
difficultyX
Related to difficulty equations??? (can be left blank)
difficultyCutoffX
Related to difficulty equations??? (can be left blank)
alwaysSpawnX
Forces to spawn the specified number of said creature.

Save your changes, and build those tables to apply the changes to your mod.

9
Art Manager / [Tutorial] Add yellow/green affixes to the game!
« on: 16 February 2019, 03:20:18 »
↜  Add yellow/green affixes to the game! by WNG ↝

Introduction

Hello! This small tutorial will show you how to invent and implent new affixes that can appear on all items. The process is simple, quick and has a world of possibilities.

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

Without further ado, let's get started.

I. Creating the affixes files

I. Create a first affix file charisma
Open your Art Manager. Select the Database tab and, on the right window, right-click  > New > Record. Double click on it, and when you will be prompted to choose its template, select LootRandomizer.tpl.

You can now begin to create your affix. Check the spoiler below for the parameters to edit. Parameters that are irrelevant will be omitted, as always.

Spoiler for Hiden:
General Parameters
Spoiler for Hiden:
Header
File Description : For your eyes only! Leaves a description or a note for the developper. No effect in-game.

Configuration
Spoiler for Hiden:
Loot Randomizer Name : The displayed name of your affix. Reference it in your Modstrings.txt. More info here : https://titanquest.fandom.com/wiki/Modstrings.txt
Loot Randomizer Jitter : Value ranging from 0 to 50. Variation of the affix's price.
Loot Randomizer Cost : Base value of your affix's value, in gold.
Item Classification : Determines what color your affix is (Magical = Yellow, Rare = Green.)
Market Adjustment Percent : Percentage value that increases your affix's value.
Level Requirement : The level requirement to wear an item that has this affix on it.

Notice:
If you are unsure as to wich values to put in there, here's a small table containing values I deemed as okay if you don't want to put too much thought into it. Feel free to raise them if you want to make a particularly rare/strong affix.
Spoiler for Hiden:

Affixes' Bonuses Parameters
Spoiler for Hiden:
This is a review of the many (not all!) basic parameters you may set on your item. If you know about those, skip this.
Many of the parameters share the same proprietes. I'll explain them once.

Offensive Parameters
Spoiler for Hiden:
Offensive Global (for offensive bonuses with a global chance (5% of +10% Total Damage, +20% Poison Damage, ...))
Spoiler for Hiden:
  • offensiveGlobalChance : Chance of offensive global effects to occur (choose the effects with booleans in the sections below.)

Offensive Absolute (for flat/percent based damage bonuses)
Spoiler for Hiden:

  • offensiveXMin : Minimum of flat X damage.
  • offensiveXMax : Maximum of flat X damage.
  • offensiveXChance : Chance of the X damage set above to occur.
  • offensiveXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • offensiveXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • offensiveXModifier : Increases by X% the damage of the selected type.
  • offensiveXModifierChance : Chance of the percent damage bonus to occur.

Offensive Duration (for damage/debuffs over time bonuses)
Spoiler for Hiden:

  • offensiveSlowXMin : Minimum of X damage over time (every second).
  • offensiveSlowXMax : Maximum of X damage over time (every second).
  • offensiveSlowXDurationMin : Minimal duration of the DoT effect.
  • offensiveSlowXDurationMax : Maximial duration of the DoT effect.
  • offensiveSlowXChance : Chance of the X damage over time set above to occur.
  • offensiveSlowXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • offensiveSlowXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • offensiveSlowXModifier : Increases by X% the damage of the selected type.
  • offensiveSlowXModifierChance : Chance of the percent damage bonus to occur.
  • offensiveSlowXDurationModifier : Increases the duration of the DoT effect by x%.

Offensive Influence (for debuffs for a set duration, such as Confusion, Mind-Control, etc.)
Spoiler for Hiden:
See the above sections, they share similar parameters.
Retaliation Parameters

Spoiler for Hiden:
Retaliation Global (for retaliation bonuses with a global chance (5% of 15 Piercing Retaliation, 20 Elemental Retaliation, ...))
Spoiler for Hiden:
  • retaliationGlobalChance : Chance of retaliation global effects to occur (choose the effects with booleans in the sections below.)
Retaliation Absolute (for flat retaliation bonuses)
Spoiler for Hiden:

  • retaliationXMin : Minimal damage of the retaliation of the set type.
  • retaliationXMax : Maximal damage of the retaliation of the set type.
  • retaliationXChance : Chance of the retaliation to occur.
  • retaliationXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • retaliationXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • retaliationXModifier : Boosts the damage of the retaliation of X type by a set percent.
  • retaliationXModifierChance : Chance of the percent damage boost to occur.
Retaliation Duration (for DoT retaliation bonuses)
Spoiler for Hiden:

  • retaliationSlowXMin : Minimal damage of the retaliation of the set type (per second.)
  • retaliationSlowXMax : Maximal damage of the retaliation of the set type (per second.)
  • retaliationSlowXDurationMin : Minimal duration of the DoT of the set type.
  • retaliationSlowXDurationMax : Minimal damage of the DoT of the set type.
  • retaliationSlowXChance : Chance of the retaliation to occur.
  • retaliationSlowXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • retaliationSlowXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • retaliationSlowXModifier : Boosts the DoT of the retaliation of X type by a set percent.
  • retaliationSlowXModifierChance : Chance of the percent DoT boost to occur.
  • retaliationSlowXDurationModifier : Boosts the DoT of X type's duration by a set percent.
  • retaliationSlowXDurationModifierChance : Chance of the percent duration boost to occur.


Defensive Parameters
Spoiler for Hiden:
Defensive Absolute (for resistances bonuses)
Spoiler for Hiden:

  • defensiveX :  Increases resistance to the damage type of by a set percent.
  • defensiveXChance : Chance of the resistance to the damage type of by the percent set above.
  • defensiveXModifier :  Increases the resistance bonus by a set percent.
  • defensiveXModifierChance : Chance of the resistance bonus to the damage type by the percent set above.
  • defensiveXDuration : Same as above, for the matching DoT.
  • defensiveXDurationChance : Same as above, for the matching DoT.
  • defensiveXDurationModifier : Same as above, for the matching DoT.
  • defensiveXDurationModifierChance : Same as above, for the matching DoT.
Defensive Special (for resistances versus certain DoTs)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.
Defensive Misc (for blocking/reflecting bonuses)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.
Defensive Influence (for secondary resistances)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.
Monster Defense (for tertiary resistances)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.

Character Parameters
Spoiler for Hiden:
Character Base Attributes (Is irrelevant, do not touch.)
Spoiler for Hiden:
    No need to touch this.
Character Bonus Attributes (for direct stats bonuses)
Spoiler for Hiden:

  • characterStrenght : Flat strenght increase.
  • characterDexterity : Flat dexterity increase.
  • characterIntelligence : Flat intelligence increase.
  • characterLife : Flat health points increase.
  • characterMana : Flat energy points increase.
  • characterStrenghtModifier : Percent strenght increase.
  • characterDexterityModifier  : Percent dexterity increase.
  • characterIntelligenceModifier  : Percent intelligence increase.
  • characterLifeModifier  : Percent health points increase.
  • characterManaModifier  : Percent energy points increase.
  • characterIncreasedExperience  : Increases experience gained.
  • characterPhysToElementalRation  : x% converted to elemental damage.
Character Speed (for speed bonuses)
Spoiler for Hiden:

  • characterRunSpeed : Increases base run speed. Unused at this date.
  • characterAttackSpeed : Increases base attack speed. Unused at this date.
  • characterSpellCastSpeed : Increases base spell cast speed. Unused at this date.
  • characterRunSpeedModifier : Increases run speed by x%.
  • characterAttackSpeedModifier : Increases attack speed by x%.
  • characterSpellCastSpeedModifier : Increases spell cast speed by x%.
  • characterTotalSpeedModifier : Increases total speed by x%.
Character Regeneration (for regeneration bonuses)
Spoiler for Hiden:

  • characterLifeRegen : Increases health regeneration by a flat amount.
  • characterManaRegen : Increases energy regeneration by a flat amount.
  • characterLifeRegenModifier : Increases health regeneration by a percent amount.
  • characterManaRegenModifier : Increases energy regeneration by a percent amount.

Character Ability (for dodge/critical hit bonuses)
Spoiler for Hiden:

  • characterOffensiveAbility : Increases OA by a flat amount.
  • characterDefensiveAbility : Increases DA by a flat amount.
  • characterOffensiveAbilityModifier : Increases OA by a percent amount.
  • characterDefensiveAbilityModifier : Increases DA by a percent amount.
  • characterDefensiveBlockRecoveryReduction : Reduces shield recovery time.
  • characterEnergyAbsorptionPercent : Recovers energy when hit by spells by percent amount.
  • characterDodgePercent : Increases melee attack dodge chance.
  • characterDeflectProjectile : Increases projectile dodge chance.

Character Reserve (for mana reservation reduction bonuses)
Spoiler for Hiden:

  • characterManaLimitReserve : Not quite sure...
  • characterManaLimitReserveReduction : Decreases energy reserved by a flat amount.
  • characterManaLimitReserveModifier : Not quite sure...
  • characterManaLimitReserveReductionModifier : Decreases energy reserved by a percent amount.

Requirement Reduction (for requirement reduction bonuses)
Spoiler for Hiden:

Self-explanatory. Also, you do NOT need to add the negative.

Skill Parameters (for bonuses that regard spells)
Spoiler for Hiden:
Skill Reduction (for reduced recharge and mana costs)
Spoiler for Hiden:

  • skillCooldownReduction  : Flat cooldown reduction.
  • skillCooldownReductionChance : Chance of flat cooldown reduction.
  • skillManaCostReduction : Flat mana cost reduction.
  • skillManaCostReductionChance : Chance of flat mana cost reduction.
  • skillCooldownReductionModifier : Percent cooldown reduction.
  • skillCooldownReductionModifierChance : Chance of percent cooldown reduction.
  • skillManaCostReductionModifier : Percent mana cost reduction.
  • skillManaCostReductionModifierChance : Chance of percent mana cost reduction.
Projectile Bonus (for projectile speed)
Spoiler for Hiden:
  • skillProjectileSpeedModifier  : Percent increase of the projectile speed.
  • skillProjectileSpeedModifierChance : Chance of percent increase of the projectile speed.
Skill Augment (boosts or grants skills)
Spoiler for Hiden:

  • augmentSkillName1  : The database entry of the skill you wish to boost. (ex.: records\skills\stealth\envenomweapon.dbr)
  • augmentSkillLevel1  : Level by wich the skill above is increased.
  • augmentSkillName2  : The database entry of ANOTHER the skill you wish to boost.
  • augmentSkillLevel2  : Level by wich the skill above is increased.
  • augmentMasteryName1  : The database entry of a mastery you wish to boost all of its skills.
  • augmentMasteryLevel2  : Level by wich the skills of the mastery above is increased.
  • augmentMasteryName2  : The database entry of ANOTHER mastery you wish to boost all of its skills.
  • augmentMasteryLevel2  : Level by wich the skills of the mastery above is increased.
See this for masteries names :
Spoiler for Hiden:
  • Warfare : records\skills\warfare\warfaremastery.dbr
  • Defense : records\skills\defensive\defensivemastery.dbr
  • Rogue : records\skills\stealth\stealthmastery.dbr
  • Hunting : records\skills\hunting\huntingmastery.dbr
  • Dream : records\xpack\skills\dream\dreammastery.dbr
  • Nature : records\skills\nature\naturemastery.dbr
  • Earth : records\skills\earth\earthmastery.dbr
  • Storm :records\skills\storm\stormmastery.dbr
  • Runes : records\xpack2\skills\runemaster\runemaster_mastery.dbr
  • Spirit :records\skills\spirit\spiritmastery.dbr
  • augmentAllLevel : Level by wich all skills should be increased.
  • itemSkillName : See the part IV.
  • itemSkillLevel : See the part IV.
  • itemSkillAutoController : See the part IV.
Racial Bonus (for increased offense/defense versus certain races)
Spoiler for Hiden:

  • racialBonusRace  : Races that will be affected by the bonuses below. You can have as many as you like.
  • racialBonusPercentDamage  : Percent damage increase versus the race.
  • racialBonusAbsoluteDamage  : Flat damage increase versus the race.
  • racialBonusPercentDefense  : Percent reduced damage received from the race.
  • racialBonusAbsoluteDefense  : Flat reduced damage received from the race.
Pet Bonus (for bonuses to all pets)
Spoiler for Hiden:
  • petBonusName  : Select a pet bonus for the item. May explain the creation of one of these later.

Notice how you are not asked to define whether your affix is a prefix or a suffix. This is because the prefixes and suffixes are stored in different tables. You will see this below shortly.

II. Create multiple versions

Depending on what you have in mind, you might want to create upgraded versions of your affix (of Life < of Endurance < of Survival ...). Doing this is very simple, as you only have to copy and paste your .dbr the number of times you wish, rename the new .dbrs accordingly and make the needed changes, that is increase the power of the bonus, increase the cost and perhaps even a new name. Once your work is done, do not forget to build your .dbrs.

Spoiler for Hiden:

III. Include your affixes to tables

Now that your affixes are fully done, it is now time to include them in the affixes tables to finally make them appear on items from chests and merchants. To do so, you will need to import the needed tables. This is where they are located.

records\item\lootmagicalaffixes\... => for the Vanilla Game
records\xpack\item\lootmagicalaffixes\... => for the Immortal Throne Expansion
*Ragnarök does not have its own tables, therefore it uses the same as IT's.

From there, you will have to select if you want to add your affix to the prefix or suffix tables. With this exemple, I'll go with suffixes.

records\item\lootmagicalaffixes\suffix...
records\xpack\item\lootmagicalaffixes\suffix...

Thereafter, you select for what type of item it'll be. My suffixes will be exclusively for shields (but nothing prevents you from including it to swords and mage bracelets at the same time.)

records\item\lootmagicalaffixes\suffix\tablesshields...
records\xpack\item\lootmagicalaffixes\tablesshields...

Here you see the .dbr files that contain all possible affixes for specified category of items, for the difficulty X and the act Y. If I want to include it from the beginning to the end of the game, I'll need to import all the entirety of the two folders mentionned just above.

Open the files you just imported. You will see an array containing other affixes (or in this case, suffixes) that can drop. To include yours, all you need to do is to double-click on an empty space named "randomizerNameX" and insert the access path of the .dbr of your affix.

Spoiler for Hiden:

Just under, there should be a slot "randomizerWeightX". Here, input a flat number that will act as the odds for your affix to be selected by the table.

Keep on editing all the tables you have imported and build them when your work is done. Since those tables are the ones used by the original game, your work is now over, and your new affixes may now begin to appear.

10
Art Manager / [Tutorial] Add a new weapon to the game!
« on: 15 February 2019, 14:32:44 »
↜ Add a new weapon to the game! by WNG ↝

Introduction

Hello! This guide will show you how to create new uniques items and how to make them available in the game (to be dropped and found in chests.) I'll use a sword for this example, but any other item type would work just the same way.

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

I. Copy and recolor an item

This step will require:

I. Gather ressources:
The plan is to start from an existing item, take its textures and give it a new hue. Start by opening your Art Manager and open your mod. Click on Database > Import Record... and browse to an item you want to work from. For this tutorial, I will make a new blade. Here's where the swords are stored.

records\item\equipmentweapon\sword
records\xpack\item\equipmentweapons\sword
records\xpack2\item\equipmentweapons\sword

Pick the one of your choice. For this tutorial, I'll pick the sword Silence.

records\item\equipmentweapon\sword\u_e_silence.dbr

Select it and press OK. The original sword is now loaded in your mod for consultation. Open the file and go to Actor Variables. Look at the file path that is set at "baseTexture". For Silence, it's this :

Items\EquipmentWeapon\Sword\Default\RSword05C.tex

Now this is where ARC Explorer comes in. Open it, press File > Open and go to this directory : C:\Program Files (x86)\Steam\steamapps\common\Titan Quest Anniversary Edition\Resources

When you get there, you will notice a bunch of .arc files. That's where the game's assets are stored. Now, open Items.arc, or choose the one located in the XPack/XPack2 folder if you chose an item from an expansion.

You will see a bunch of folders appear. Browse to find the texture file as seen in the "baseTexture". Double click on it, and save it where you wish. This is the texture applied to item in a 3D environment. Also, go to the Item Parameters tab, and also import the texture that's specified on the "bitmap" field. It's the texture used to represent the item in your inventory.

II. Edit the textures:
When the two textures have been exported, launch TEX Viewer. Open one of the newly imported textures. Once opened, all you have to do File > Export, and save it under another name. Make sure to add the ".tga" extension at the end, or you will receive an error message.

Now, open your image-editing software. Open your .tga files and edit them as you please. I simply changed their color, turning the green of the blade with a red and the yellow handle was turned into gray.

Texture:
Spoiler for Hiden:
UI Bitmap:
Spoiler for Hiden:

Save your work, still in .tga format.

III. Import your texture into your mod:
Open the Art Manager and select your mod. It will now be time to import your texture into your mod. Before importing it, I'd recommend creating a folder specifically for your custom textures. To do so, right-click on "name_of_your_mod/source > Create New Directory".

Now, select the matching folder, right-click, and select "Import...". Find your texture and select it. It should appear in the menu. Right-click it and choose Auto-Create Asset. You will be prompted to choose between Texture or Bitmap. Choose Bitmap, and proceed by pressing OK.

Spoiler for Hiden:

IV. Build your texture:
Your texture isn't quite in your mod yet. You will need to visit the "Assets" tab, and seek your texture in the folder structure, wich should be the same as in your "Source" tab. Right-click on it and choose "Build". When that is done, build your mod by pressing F7. Your texture will now become usable in your mod.

Spoiler for Hiden:

II. Create your new item

I. Copy an item:
Right-click on the .dbr of the item and copy it. Paste it where you like (I did in a custom directory) to create a new instance. Rename it, then right-click > Build.

Spoiler for Hiden:

II. Edit your new item:
Open your new item. There is a few parameters that you are going to be interested in editing. See the Spoiler below for details. Irrelevant parameters are omitted.

General parameters
Spoiler for Hiden:
Item Parameters
Spoiler for Hiden:
Item Name Tag: The name of your item. Reference it in your ModStrings.txt. More info here : https://titanquest.fandom.com/wiki/Modstrings.txt
Bitmap: Texture file of your item when in the inventory. !! Include your own texture here !!
ItemCostName: Contains equations that, when combined with the ItemLevel value below, sets automatic requirements. For more control and simplicity, I recommend to set them manually.
ItemSetName: .dbr file that refers to the set your item belongs to.
ItemClassification: Rarity of your item.

Item Requirements
Spoiler for Hiden:
Self-explanatory.

Actor Variables
Spoiler for Hiden:
BaseTexture: Texture of your item in a 3D environement.  !! Include your own texture here !!


Item Parameters (the actual stats of your item)
Spoiler for Hiden:
This is a review of the many (not all!) basic parameters you may set on your item. If you know about those, skip this.
Many of the parameters share the same proprietes. I'll explain them once.

Offensive Parameters
Spoiler for Hiden:
Offensive Global (for offensive bonuses with a global chance (5% of +10% Total Damage, +20% Poison Damage, ...))
Spoiler for Hiden:
  • offensiveGlobalChance : Chance of offensive global effects to occur (choose the effects with booleans in the sections below.)

Offensive Absolute (for flat/percent based damage bonuses)
Spoiler for Hiden:

  • offensiveXMin : Minimum of flat X damage.
  • offensiveXMax : Maximum of flat X damage.
  • offensiveXChance : Chance of the X damage set above to occur.
  • offensiveXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • offensiveXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • offensiveXModifier : Increases by X% the damage of the selected type.
  • offensiveXModifierChance : Chance of the percent damage bonus to occur.

Offensive Duration (for damage/debuffs over time bonuses)
Spoiler for Hiden:

  • offensiveSlowXMin : Minimum of X damage over time (every second).
  • offensiveSlowXMax : Maximum of X damage over time (every second).
  • offensiveSlowXDurationMin : Minimal duration of the DoT effect.
  • offensiveSlowXDurationMax : Maximial duration of the DoT effect.
  • offensiveSlowXChance : Chance of the X damage over time set above to occur.
  • offensiveSlowXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • offensiveSlowXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • offensiveSlowXModifier : Increases by X% the damage of the selected type.
  • offensiveSlowXModifierChance : Chance of the percent damage bonus to occur.
  • offensiveSlowXDurationModifier : Increases the duration of the DoT effect by x%.

Offensive Influence (for debuffs for a set duration, such as Confusion, Mind-Control, etc.)
Spoiler for Hiden:
See the above sections, they share similar parameters.
Retaliation Parameters

Spoiler for Hiden:
Retaliation Global (for retaliation bonuses with a global chance (5% of 15 Piercing Retaliation, 20 Elemental Retaliation, ...))
Spoiler for Hiden:
  • retaliationGlobalChance : Chance of retaliation global effects to occur (choose the effects with booleans in the sections below.)
Retaliation Absolute (for flat retaliation bonuses)
Spoiler for Hiden:

  • retaliationXMin : Minimal damage of the retaliation of the set type.
  • retaliationXMax : Maximal damage of the retaliation of the set type.
  • retaliationXChance : Chance of the retaliation to occur.
  • retaliationXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • retaliationXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • retaliationXModifier : Boosts the damage of the retaliation of X type by a set percent.
  • retaliationXModifierChance : Chance of the percent damage boost to occur.
Retaliation Duration (for DoT retaliation bonuses)
Spoiler for Hiden:

  • retaliationSlowXMin : Minimal damage of the retaliation of the set type (per second.)
  • retaliationSlowXMax : Maximal damage of the retaliation of the set type (per second.)
  • retaliationSlowXDurationMin : Minimal duration of the DoT of the set type.
  • retaliationSlowXDurationMax : Minimal damage of the DoT of the set type.
  • retaliationSlowXChance : Chance of the retaliation to occur.
  • retaliationSlowXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • retaliationSlowXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • retaliationSlowXModifier : Boosts the DoT of the retaliation of X type by a set percent.
  • retaliationSlowXModifierChance : Chance of the percent DoT boost to occur.
  • retaliationSlowXDurationModifier : Boosts the DoT of X type's duration by a set percent.
  • retaliationSlowXDurationModifierChance : Chance of the percent duration boost to occur.


Defensive Parameters
Spoiler for Hiden:
Defensive Absolute (for resistances bonuses)
Spoiler for Hiden:

  • defensiveX :  Increases resistance to the damage type of by a set percent.
  • defensiveXChance : Chance of the resistance to the damage type of by the percent set above.
  • defensiveXModifier :  Increases the resistance bonus by a set percent.
  • defensiveXModifierChance : Chance of the resistance bonus to the damage type by the percent set above.
  • defensiveXDuration : Same as above, for the matching DoT.
  • defensiveXDurationChance : Same as above, for the matching DoT.
  • defensiveXDurationModifier : Same as above, for the matching DoT.
  • defensiveXDurationModifierChance : Same as above, for the matching DoT.
Defensive Special (for resistances versus certain DoTs)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.
Defensive Misc (for blocking/reflecting bonuses)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.
Defensive Influence (for secondary resistances)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.
Monster Defense (for tertiary resistances)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.

Character Parameters
Spoiler for Hiden:
Character Base Attributes
Spoiler for Hiden:
    characterBaseAttackSpeed : Base Attack Speed.
    characterBaseAttackSpeedTag : Displayed Attack Speed.
Character Bonus Attributes (for direct stats bonuses)
Spoiler for Hiden:

  • characterStrenght : Flat strenght increase.
  • characterDexterity : Flat dexterity increase.
  • characterIntelligence : Flat intelligence increase.
  • characterLife : Flat health points increase.
  • characterMana : Flat energy points increase.
  • characterStrenghtModifier : Percent strenght increase.
  • characterDexterityModifier  : Percent dexterity increase.
  • characterIntelligenceModifier  : Percent intelligence increase.
  • characterLifeModifier  : Percent health points increase.
  • characterManaModifier  : Percent energy points increase.
  • characterIncreasedExperience  : Increases experience gained.
  • characterPhysToElementalRation  : x% converted to elemental damage.
Character Speed (for speed bonuses)
Spoiler for Hiden:

  • characterRunSpeed : Increases base run speed. Unused at this date.
  • characterAttackSpeed : Increases base attack speed. Unused at this date.
  • characterSpellCastSpeed : Increases base spell cast speed. Unused at this date.
  • characterRunSpeedModifier : Increases run speed by x%.
  • characterAttackSpeedModifier : Increases attack speed by x%.
  • characterSpellCastSpeedModifier : Increases spell cast speed by x%.
  • characterTotalSpeedModifier : Increases total speed by x%.
Character Regeneration (for regeneration bonuses)
Spoiler for Hiden:

  • characterLifeRegen : Increases health regeneration by a flat amount.
  • characterManaRegen : Increases energy regeneration by a flat amount.
  • characterLifeRegenModifier : Increases health regeneration by a percent amount.
  • characterManaRegenModifier : Increases energy regeneration by a percent amount.

Character Ability (for dodge/critical hit bonuses)
Spoiler for Hiden:

  • characterOffensiveAbility : Increases OA by a flat amount.
  • characterDefensiveAbility : Increases DA by a flat amount.
  • characterOffensiveAbilityModifier : Increases OA by a percent amount.
  • characterDefensiveAbilityModifier : Increases DA by a percent amount.
  • characterDefensiveBlockRecoveryReduction : Reduces shield recovery time.
  • characterEnergyAbsorptionPercent : Recovers energy when hit by spells by percent amount.
  • characterDodgePercent : Increases melee attack dodge chance.
  • characterDeflectProjectile : Increases projectile dodge chance.

Character Reserve (for mana reservation reduction bonuses)
Spoiler for Hiden:

  • characterManaLimitReserve : Not quite sure...
  • characterManaLimitReserveReduction : Decreases energy reserved by a flat amount.
  • characterManaLimitReserveModifier : Not quite sure...
  • characterManaLimitReserveReductionModifier : Decreases energy reserved by a percent amount.

Requirement Reduction (for requirement reduction bonuses)
Spoiler for Hiden:

Self-explanatory. Also, you do NOT need to add the negative.

Skill Parameters (for bonuses that regard spells)
Spoiler for Hiden:
Skill Reduction (for reduced recharge and mana costs)
Spoiler for Hiden:

  • skillCooldownReduction  : Flat cooldown reduction.
  • skillCooldownReductionChance : Chance of flat cooldown reduction.
  • skillManaCostReduction : Flat mana cost reduction.
  • skillManaCostReductionChance : Chance of flat mana cost reduction.
  • skillCooldownReductionModifier : Percent cooldown reduction.
  • skillCooldownReductionModifierChance : Chance of percent cooldown reduction.
  • skillManaCostReductionModifier : Percent mana cost reduction.
  • skillManaCostReductionModifierChance : Chance of percent mana cost reduction.
Projectile Bonus (for projectile speed)
Spoiler for Hiden:
  • skillProjectileSpeedModifier  : Percent increase of the projectile speed.
  • skillProjectileSpeedModifierChance : Chance of percent increase of the projectile speed.
Skill Augment (boosts or grants skills)
Spoiler for Hiden:

  • augmentSkillName1  : The database entry of the skill you wish to boost. (ex.: records\skills\stealth\envenomweapon.dbr)
  • augmentSkillLevel1  : Level by wich the skill above is increased.
  • augmentSkillName2  : The database entry of ANOTHER the skill you wish to boost.
  • augmentSkillLevel2  : Level by wich the skill above is increased.
  • augmentMasteryName1  : The database entry of a mastery you wish to boost all of its skills.
  • augmentMasteryLevel2  : Level by wich the skills of the mastery above is increased.
  • augmentMasteryName2  : The database entry of ANOTHER mastery you wish to boost all of its skills.
  • augmentMasteryLevel2  : Level by wich the skills of the mastery above is increased.
See this for masteries names :
Spoiler for Hiden:
  • Warfare : records\skills\warfare\warfaremastery.dbr
  • Defense : records\skills\defensive\defensivemastery.dbr
  • Rogue : records\skills\stealth\stealthmastery.dbr
  • Hunting : records\skills\hunting\huntingmastery.dbr
  • Dream : records\xpack\skills\dream\dreammastery.dbr
  • Nature : records\skills\nature\naturemastery.dbr
  • Earth : records\skills\earth\earthmastery.dbr
  • Storm :records\skills\storm\stormmastery.dbr
  • Runes : records\xpack2\skills\runemaster\runemaster_mastery.dbr
  • Spirit :records\skills\spirit\spiritmastery.dbr
  • augmentAllLevel : Level by wich all skills should be increased.
  • itemSkillName : See the part IV.
  • itemSkillLevel : See the part IV.
  • itemSkillAutoController : See the part IV.
Racial Bonus (for increased offense/defense versus certain races)
Spoiler for Hiden:

  • racialBonusRace  : Races that will be affected by the bonuses below. You can have as many as you like.
  • racialBonusPercentDamage  : Percent damage increase versus the race.
  • racialBonusAbsoluteDamage  : Flat damage increase versus the race.
  • racialBonusPercentDefense  : Percent reduced damage received from the race.
  • racialBonusAbsoluteDefense  : Flat reduced damage received from the race.
Pet Bonus (for bonuses to all pets)
Spoiler for Hiden:
  • petBonusName  : Select a pet bonus for the item. May explain the creation of one of these later.

Give the item the stats of your choosing. When you are done, right-click on it and build your .dbr.

11
Modifications / Scripts to modify masses of .dbrs
« on: 13 February 2019, 00:51:36 »
Hi, I came up with a new idea for a mod, but accomplishing it will require to modify tons of .dbrs, and I figured it would be nice to have a "script" to run that would modify the the files I need and their parameters in the background, only I've never done it or know if it's even possible.

Anyone can enlighten me?

12
General Discussion / Results of my TQ Survey
« on: 21 December 2018, 00:58:56 »
Hello there.

A while ago I had made a survey about how people were playing TQ. Though it was originally intended to learn about the players, find patterns to ultimately guide me in during the design of my new masteries, I felt like maybe some of you would be curious to learn what were the results like. So here they are!

*All questions have been answered by 45 people. Special thanks if you are one of those. ;)

Question 1: Wich of those points describe you best?

1. I like characters that deal a lot of damage, whether is it to a single target or large groups. (11/45)
2. I like characters that hold their ground with ease and are tough to kill. (8/45)
3. I like characters that are well-rounded, wich means they have an equally good offense and defense. (20/45)
4. I like any type of character. (6/45)

Question 2: How do you prefer to play a character in general?

1. With very few active skills. (11/45)
2. With few active skills (8/45)
3. With some active skills. (15/45)
4. With many active skills. (5/45)
5. With lots active skills. (6/45)

Question 3: Wich of those do you prefer in a mastery?
*Multiple answers can be chosen

1. AoE skills (24/45)
2. LMB skills (26/45)
3. Single-target skills (8/45)
4. Mobility skills (9/45)
5. Self-buff skills (15/45)
6. Aura skills (16/45)
7. Pet skills (9/45)
8. Passives skills (33/45)
9. Strong skills with long cooldowns (4/45)
10. Debuff skills (9/45)

Question 4: How do you like pets?

1. Not at all. (7/45)
2. Just a bit. (10/45)
3. Moderately. (9/45)
4. I enjoy their company. (10/45)
5. Absolutely love pets! (9/45)

Question 5: Do you prefer single pets or an army of pets?

1. Army of pets (24/45)
2. Single pets (21/45)

Question 6: What is your favorite weapon type?

1. Swords (12/45)
2. Axes (3/45)
3. Clubs (3/45)
4. Staves (7/45)
5. Throwing Weapons (1/45)
6. Spears (7/45)
7. Bows (8/45)
8. Dual-wielding (4/45)

13
Forum News and Info / Role/Titles banners
« on: 14 December 2018, 16:54:21 »
Been working on some sketches for potential banners for every role. Please let me know if you like their look or if you want them to be changed.








14
New Members Introduction / Farewell, I'll be gone for a while
« on: 28 November 2018, 02:23:59 »
Hi, people. I haven't found any other spot to post this, so I'll leave it here.

Life has been very rough lately for me, and just now I can barely endure it. I have been forced to rethink my life and I came to the conclusion it was best for me to focus on myself and leave the games aside for a while.

With that said, I'll be gone for a while. I hope that, during my absence, the community will grow with new members and meet old members again. (Consider Shadow Champions paused, not abandonned!)

Well then, I will be on my way. Take care and see you some other time I hope.

15
Art Manager / [Tutorial] Create new scrolls!
« on: 27 October 2018, 02:54:42 »
↜ Create new scrolls! by WNG ↝

Introduction

Hello! This guide will show you how to make bind skills to your own customized scrolls.

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

Without further ado, let's get started.

I. Creating the pictures

This step will require:
  • Software for image-editing
    A custom scroll isn't truly "custom" without your own picture. To make one, you will need a software that edit images, such as Photoshop. If you don't own it, GIMP is a free software that will suffice for this task. MS Paint just won't cut it.
  • Scroll canvas
    For this step, you will be required to make your own scroll drawings. You can use my canvas if you wish to:
    https://www.dropbox.com/s/5t8kgxmu40s4dur/scrolls_canvas.zip?dl=0[/i]

I. Load your canvas and draw a picture:
If you haven't used such software in the past, you should try out a few tools and experiment. Also, you may use some images as models to get the shape of an item just right. Anyways, we're not here to make work of art.

Save your files when you are done. Very important to save your pictures in .tga/.psd format! Those are the only formats the Art Manager can read.

II. Import your picture in your mod:
Open the Art Manager and select your mod. It will now be time to import your texture into your mod. Before importing it, I'd recommend creating a folder specifically for your custom textures. To do so, right-click on "name_of_your_mod/source > Create New Directory".

Now, select the matching folder, right-click, and select "Import...". Find your texture and select it. It should appear in the menu. Right-click it and choose Auto-Create Asset. You will be prompted to choose between Texture or Bitmap. Choose Bitmap, and proceed by pressing OK.

Spoiler for Hiden:

III. Build your texture:
Your texture isn't quite in your mod yet. You will need to visit the "Assets" tab, and seek your texture in the folder structure, wich should be the same as in your "Source" tab. Right-click on it and choose "Build". When that is done, build your mod by pressing F7. Your texture will now become usable in your mod.

Spoiler for Hiden:

II. Create the scroll

Procedure:

I. Create the scroll entry:

In the Art Manager, go to the Database tab. Determine wich folder will contain your scroll entries. At this place, create a new record with the template 'oneshot_scroll.tpl' if you wish to start from scratch or copy an existing scroll. Open your scroll file and modify the parameters as you see fit. Look at the spoiler below for a description regarding each field.

General Parameters
Spoiler for Hiden:
Header
File Description : For your eyes only! Leaves a description or a note for the developper. No effect in-game.

Scroll Config
Skill Name : The .dbr file of the skill you wish to be used when the scroll is consumed. We will get to that later...

OneShot Parameters
Use Delay Time : The duration of the cooldown after using your scroll.
Bitmap : Texture file of your scroll when appearing in the inventory.
Bitmap Button Up : Texture file of your scroll when appearing in the skill bar (outset).
Bitmap Button Down : Texture file of your scroll when appearing in the skill bar (inset).

Item Parameters
Item Text : This is the description for your scroll. We will get to that later...
Item Cost : The value in gold of your scroll. If sold at merchants, it will be sold for this price.

Item Requirements
Self-explanatory.

Actor Variables
Description : The name of your scroll.
The other parameters are irrelevant for us.

Edit the parameters until you are satisfied. When you are, save and build your file.

II. Add a custom description:

Let's include a description for a scroll. For this step, we will need to open our Modstrings.txt. This file contains all the texts from your mod. You can find it in the Source Tab of the Art Manager, by default located inside the Text folder. Double-click it to edit it.

To first add text to your item, you will need to use a tag (for example, "scroll_1_Desc".) You will use this tag as a reference for your scroll description. It is quite useful if you need to edit for whatever reason a piece of text you used in several places.

Following your tag, put a "=" and then the text you wish to be displayed in the player's inventory.

Once your text is done, save your Modstrings.txt, and build its asset. Then, open your scroll file and insert your tag in Item Parameters > Item Text. Following my example, I would put "scroll_1_Desc". Save your file, build it.

III. Create and bind the skill

Determine wich skill you will be using for your scroll. Since there's so many kind of skills to create and it would need a tutorial of its own, I will skip this part and leave it for a future tutorial (maybe?).

Once you have a skill in mind, you may bind it to your scroll. To do so, go to the .dbr file of your scroll, then visit the Scroll Config tab. Insert the .dbr file of the skill you want to associate, then save and build to apply the modifications.

IV. Make the skill usable

It may seem like it's all set for your scroll to work, right? If you attempt to use it in a game, you will notice that there will be no skill attached to it! That is because you also need to set it into another file wich contains all the skills that may be used on scrolls. There are two of them that have room for you to insert the skills you want.

records\xpack\skills\scroll skills\scrollskilltree2.dbr
records\xpack2\skills\scroll skills\scrollskilltree3.dbr

Import any of those two files above and open it. Go to the Skill List tab, you will notice many different skills. Those are indeed all the skills that are "authorized" to be attached to a scroll. Find an empty spot to put in the skill of your choice from earlier. Save your work and build this file.

V. Create Epic/Legendary versions

Your first scroll being completed, you might want to make an Epic or Legendary version. To do so, duplicate your scroll and rename them. Do not forget to edit their parameters, too.

General Parameters
Spoiler for Hiden:
Scroll Config
Skill Name : Duplicate your skill's .dbr file and make stronger versions of the spell. Apply the new version here AND do not forget to reference it inside one of the two files from the previous step.

OneShot Parameters
Bitmap : Replace with the fitting texture.
Bitmap Button Up : Replace with the fitting texture.
Bitmap Button Down : Replace with the fitting texture.

Item Parameters
Item Cost : Increase the gold value of your superior versions.

Item Requirements
You may want to increase the level requirement for the superior versions.

Actor Variables
Description : The name of your scroll.
The other parameters are irrelevant for us.

Save your new scrolls and build them. You now will have access to a new set of scrolls to play with.

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