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Messages - WNG

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1
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 20 March 2019, 19:16:22 »
Really nice work you have here. I'm really impressed, and looking forward to what you will include in the future acts.

Also, happy birthday and don't each to much cake :D

2
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 19 March 2019, 12:37:15 »
Small update.

Nothing concrete to share for now, other than Science mastery is halfway done, and that Chaos/Lifegiving have received valuable playtest time, which means they are getting close to their final version, as in they will be released this way but may receive fixes if needed.

Also, a bit of new items and heroes have been added. I think of adding a third secret passage.

3
↜ 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.

4
Other Modifications / Re: [Tutorial] PSEditor!
« on: 14 March 2019, 20:23:30 »
Light options are how the lights placed in the map editor work. Torches and braziers for example.

Choose a radius for the in-game light effect adjust the color. The color also determines the brightness based on the value of the curves, so you could have a light fade-in by having the slope start at 0 and go up.

The time is controlled by the emitter lifespan just like any particle effect.

You can add lights to your particle effect as well, like a quickly expanding flash for lightning.

The problem of course is seeing the light effect in the PSEditor lol

Well, we never stop learning with you ^^

I will update the original post.

5
General Discussion / Re: Diary of a teenage Juggernaut
« on: 14 March 2019, 12:34:22 »
So yesterday was basically a wasted day.

Arachne's chest dropped Fenrir's bite (+50% damage to Deities), so I thought to myself "Hey, this should make for some easy quick Surtr runs". Quick and easy they were, but nothing else. I'm actually annoyed by the ridiculously low drop rate that Surtr has. 50% of the time there would be nothing but yellow items and a couple of relic shards (sometimes not even those!), in 40-45% a green item or two would pop, and the remaining 5% of the runs would yield a blue item. This ratio can't be adequate for any game's final boss. I must've reset the seed some 20-30 times over the 100+ runs, but it changed nothing.

I think we'll only be doing Telkine runs from now on. True, those can get a bit dangerous when the Minotaur Lord spawns with strong weapons, but at least I know that Eluria won't be left empty-handed.

EDIT: I might've exaggerated a bit. A more accurate figure for the drop rate of blue items would be ~10%, but that is still way too low. I'm not saying that players should be swimming in good items, but it wouldn't hurt if every other run resulted in some sub-par blue drops (even if they're mostly useless for the player's current level). Anything is better than the depressing sight of gold+yellow items.

Well, I've inspected the loot tables of both the Greek Telkine and Surtr, and yes, Megalesios does have better odds to drop uniques than Surtr. But shouldn't it make sense that it is this way, since Surtr (or any boss in Act 5) can drop items that are undeniably stronger?

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 / Re: Customized animations cause crash
« on: 11 March 2019, 22:54:17 »
I have replaced the effect by a very huge one. Still nothing renders. I guess I'm going through too much hassle just to see dragonians spit vitality (if that makes sense...)

8
Other Modifications / Re: Customized animations cause crash
« on: 11 March 2019, 20:17:13 »
Hmm, I don't know about this. How could I tell?

9
Other Modifications / Re: Customized animations cause crash
« on: 11 March 2019, 18:47:54 »
Well, major progress has been done : the animation doesn't crash, the skill does inflict damage, but there's no effect displaying.

I checked the access paths and they look alright. The effect emitter still works in the Editor, though.  ???

10
Other Modifications / Re: Customized animations cause crash
« on: 11 March 2019, 12:05:59 »
Here it is. It includes the effects, the animations, the monsters that use it and the skills.

https://www.dropbox.com/s/x8tcg666ouykp4d/animationsPackage.zip?dl=0

11
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 11 March 2019, 03:29:02 »
This looks awesome! If you need any more help, let me know! In the meantime, I'll be waiting for updates. ;D

12
Farming Runs / Re: Doppelganger farming runs & statistics
« on: 11 March 2019, 00:38:20 »
I applaud your dedication to go through so much farming runs and compile all the data ^^

This table is also very instructive, well done.

13
Other Modifications / Re: Customized animations cause crash
« on: 10 March 2019, 13:01:12 »
Hmm, well now he could use it for one time without the game crashing, though this time its mesh was stretched a lot for a split second.

Next time he used it, he flat out dissapeared from screen. Now I'm really confused...

14
Other Modifications / Re: Customized animations cause crash
« on: 10 March 2019, 02:18:50 »
Tested the effects in the Editor, and they would render correctly and the Editor wouldn't crash.

Included them the way Bumbleguppy mentionned, but alas it still fails.

I wonder where the problem could come from at this point  :-\

15
New Projects / Re: Deities Mod - Development
« on: 09 March 2019, 11:11:44 »
Ever get tired of being told that you work is amazing? Keep it up ^^

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