Author Topic: Pantheon Mod - Development  (Read 1114806 times)

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Offline botebote77

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Re: Deities Mod - Early Development
« Reply #75 on: 06 December 2017, 19:34:19 »
yeah that's nasty.. and that's just right.. it's an animal sent to kill
i are TQ titans
i are many people

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Offline Bumbleguppy

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Re: Deities Mod - Early Development
« Reply #76 on: 06 December 2017, 20:57:49 »
How to make mesh semi-transparent 101. Sit down...is that gum?!

If you have Tamschi's MeshView, it's easier than you think.

Which monster in-game has the look you want? Wraith? Lost Soul (yuk)?

Pick one and open it in MeshView.

Now, open another instance of MeshView with the mesh you want to alter. Have the file paths to the textures in-mod handy.

Go to the Wraith (whatever) mesh and look for "Shaders".

Select the shader and there will be a text-box to the bottom right with the shader file path in it. Select and copy that shader file path.

Go to the mesh you are altering. Select "shader". Paste the shader file path from the other one in that same text-box.

Open the shader "+". Select "base texture". Over to the right a text-box with the file path will have the default. input the -in-mod file path to the new base texture there.

In the Wraith mesh, open the shader "+" and look at the settings. If there is a "GlowTexture" and the boar or bear don't have one, go over to the boar/bear mesh again.

click on "shader" over to the right will be "Add New String Parameter". click it.

Under the display window, change the text "new parameter" to "GlowTexture". Add teh file path to your in-mod glow texture asset. What? You don't HAVE a glow texture asset? Well, make one by copying the base boar texture and fiddling with it to match the glow texture for the Wraith's glow texture. Don't worry about the texture file dimensions, it can be the same size as the base texture no problem.

If the Wraith has  number values under the shader, go to the boar mesh and select the shader and click "add new float value"

Copy the name of the value in the text box to replace "new parameter" with the same name as in the Wraith file.

Once all the values in the boar mesh match the one's in the Wraith mesh, save the mesh, import into mod, create asstet, build.


Annnnd...pencils down. :D

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Offline Typhon

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Re: Deities Mod - Early Development
« Reply #77 on: 06 December 2017, 23:06:13 »
Is the bear part of Ragnarok?
Your inventory is full *Plays intense game of tetris*
Spoiler for Hiden:

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Offline sauruz

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Re: Deities Mod - Early Development
« Reply #78 on: 07 December 2017, 00:15:16 »
Is the bear part of Ragnarok?

yes its a new enemy you will find around xpac
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline efko

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Re: Deities Mod - Early Development
« Reply #79 on: 07 December 2017, 00:25:38 »
Boar is too big. Player won't be able to see his character in fights because of boar.
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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #80 on: 07 December 2017, 01:14:58 »
Thank for the quick lesson :) Worked from the first try:



I'll play more with glow and transparency, they are like ghosts right now. But its already looking closer to how I imagined them.
I was thinking... is it possible when the wolves activate the spiritmeld skill, to become more transparent like in the picture above? Is there any way to do this?

Spirit Meld (replaces old Survival Instinct):
In the face of danger, your spirit wolves can diminish their presence in the material world, greatly increasing their recovery and resistance to damage.

EDIT: Now more like it. More spirit wolves and less ghost wolves:

[missing]



Quote
Boar is too big. Player won't be able to see his character in fights because of boar.

I made the boar big enough to compare with the dragon. Don't worry, most ot the time it's on a killing spree and not even near the char.

Spoiler for Hiden:

This boar mesh is just for testing.
« Last Edit: 03 November 2018, 17:03:37 by nargil66 »

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #81 on: 07 December 2017, 08:30:32 »
Nymphy nymph:

[missing]

Testing a new bow, but maybe will revert to the vanilla one.

Little info about the nymphs of Artemis from theoi.com:

Quote
THE NYMPHAI ARTEMISIAI were a band of sixty young Okeanid-nymphs in the train of the goddess Artemis. Their names suggest they were Nephelai (cloud-nymphs).

Other nymph attendants of Artemis included the Naiades Amnisiades and the Nymphai Hyperboreiai.

Now i'm going to sleep, lol.

« Last Edit: 03 November 2018, 17:05:50 by nargil66 »

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Offline Typhon

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Re: Deities Mod - Early Development
« Reply #82 on: 07 December 2017, 12:34:43 »
Imagine summoning all 60 nymphs. Wooh.
Your inventory is full *Plays intense game of tetris*
Spoiler for Hiden:

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #83 on: 07 December 2017, 14:37:57 »
The 60 Nymph(o)s attack on Delphi ;D:



Btw, i noticed yesterday that the nymph is having some weird animation (like dancing on 1 place). Spent like 2 hours trying to find if something is missing, but couldnt find it  :-\. I think ima attach an aura to the nymph, which will do nothing, just for the looks.
« Last Edit: 03 November 2018, 17:06:52 by nargil66 »

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #84 on: 07 December 2017, 20:13:10 »
Added most skills descriptions and tags today to the mastery. Nymph can use her skills now (Herbal Remedy and Blessing of the Glade). Still can't find what causes the glitched animation, she uses maenad run and female bow idle, but im pretty sure it is not the cause. Made new skin fo the nymph (less saturated and more normal green on hair), adjusted scale on nymph, wolves and nymph bow. More skills are working as intended. I think i'll be able to finish skills untill tomorow and start working on icons and effects. 

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Offline Bumbleguppy

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Re: Deities Mod - Early Development
« Reply #85 on: 08 December 2017, 00:37:36 »
The Nymph dancing is because they have a bow equipped, this is why no one has made an archer summons. And this is why I think the devs fused the Nymph bow to the mesh. You seem to stumble upon the same ancient problems that no one has ever figured out before, nargil66. :)

You could try the Nymph skin with the invisible bow you made for me and attach the new bow in MeshView on the "L Hand" attach point. Another crappy workaround is to make a new controller and in the "roam" config select "never roam" so they won't wander and dance. YMMV.

I don't know of any way to increase transparency once the mesh is loaded in game, sorry.

Take a look at the Spirit Boar summons mesh. It uses an additivescroll shader. It uses two textures and scrolls one underneath, but it's how you get that weird double vision look with the Spirit Boars and Dream's Outsider. Might be something to consider.


EDIT: Here's a tip: For the Spartoi using weapons for damage, you can still show their damage in teh tool tip.

Make an attack wepon skill and populate the Physical Damage with the damage for each weapon by level to match.
Add it to their skill tree with a level 1-20 or however many levels they have. Make sure to add a tag for the skill name and tick the UI Information/isPetDisplable box. DON'T put it in their skill config...now you have a "dummy" skill to show damage by level. :)
« Last Edit: 08 December 2017, 00:46:52 by Bumbleguppy »

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #86 on: 08 December 2017, 00:48:40 »
Thank you, I'm not exactly sure how tho, haven't attached anything to mesh before. I make a clone of L Hand, rename it then add entry with same name to attach entity? Last time I tried to understand MB's tutorial, everything was like chinese to me...

Edit: There is another problem with nymph mesh - down from "Joint Description" everything is question marks. Cant see any values.
« Last Edit: 08 December 2017, 00:56:49 by nargil66 »

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Offline Bumbleguppy

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Re: Deities Mod - Early Development
« Reply #87 on: 08 December 2017, 19:10:47 »
All those ? ? ? ? are a pain.

Try re-extracting the mesh. Sorry, I hate when that happens.

Anyway, once you get a good mesh and open it in MeshView,  just click on TextData and scroll to the very bottom. Paste in:

Code: [Select]
CreateEntity
{
    attach = "L Hand"
    entity = "Records\skills\nature\pet\equipment\nymph_sword02.dbr"
}

and replace the sword file path with the new bow file path from your databse. Save and exit. It's that easy. No need to create a new attach point in this case.

Just remember that the mesh thinks it's unarmed so the animations for that toon go in the Unarmed tab not the bow/one-handed tab.

EDIT: BTW, with this CreateEntity technique, you can attach armor to Upper_Body, effect files to the mesh etc. as part of the mesh , the possibilities are endless. :)


EDIT2: Don't forget to flip the "Cannot Pick UP" bit in the bow database file, the game sometimes forgets to delete the attached items when the pet dies. :(
« Last Edit: 08 December 2017, 19:26:17 by Bumbleguppy »

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #88 on: 08 December 2017, 23:19:42 »
I'm on it!

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Offline nargil66

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Re: Deities Mod - Early Development
« Reply #89 on: 09 December 2017, 22:08:07 »
Bow is finally attached. No more dancing :). After some testing of other animations, i returned vanilla ones to the nymph. Here is my party of old and new nymphs and wolves:

« Last Edit: 03 November 2018, 17:08:04 by nargil66 »

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