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Pesmontis

Sacred Game Modder
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Everything posted by Pesmontis

  1. > ".. Amazing how you just casually dropped that gem of a suggestion in here Silver Fox!.." I totally agree, what an extraordinary find. I think I'm gonna schedule a few days just to scoop through every model ;-) > ".. Pesmontis is putting this one together for.." Bah, spoiler! Please note that that second pic caused some controversy. The current t-shirt actually reads "TRIX", and there's a free modeling giveaway for anyone who correctly guesses where that came from (no Flix, you're excluded ;-) > ".. this look became vogue.. early 90s.." Ain't I old fashioned? I'm old-fashioned, I'll tell ya' - though the glasses seem very 'retro' atm.
  2. Plus one more idea (almost) ready for release: You all players must be overwhelmed by now ;-) Really, I'm very happy with the way this is all being realized, Flix is pulling the cart at steady pace and I think everything is nicely forthcoming, so: THANK YOU :-)
  3. > ".. you guys have a Ton of stuff on your plates.." And (also) expanding.. ;-) > ".. is that specific to that armor?.." It has to be, I can't think of any other reason for the existence of this animation. > ".. never really looked at the Wiki before.." If I find time, I'm going to create a special bonus called "SHAME ON YOU", and if you equip that, you can only go stand in a corner, looking at your toes for ten minutes. > ".. HE only or is there a version for each class?.." Nope, just for the HE. I thought that she didn't have a serious helmet. > ".. black leather is adapted from Talia al Ghul's outfit.." Only the boots are Talia's. The longcoat is from Aion - from a picture I posted in this thread. [edit] Oh, btw. if you look closely at Flix's screenshots, you'll discover more new things than Flix actually mentioned.
  4. Danger coming your way.. especially in the dark! Also, the pictures you posted really get my fantasy going for new items. Especially about a new magic weapon: this character could use a real big magic staff..
  5. This sounds like a bit of a bug really, do you mean to say that the default game should actually have this flag for those items? If so, then it should be in the CM patch..
  6. Wow.. I'm baffled, especially that first pic! Plus I'm discovering extra details ;-)
  7. On my side very little, though I've strolled through NPC/highelves/equip: This is - like SX255 has done - just to test how things may fit: that hat fits her well :-) It should be possible to use it as a (new) 'helmet' with just a little scripting. But does the hat alone make an adventurer? The Russian model extractor is called 'PAKextractor v1.0'. It's source code is in Delphi (not exactly my turf). There's also a tool called 'SacredMdlExtracter', but I don't know if it works (it's VC++ 98, and it compiles alright). The texture extractor is called 'sacred_tex_extractor v1.00' (by Paul Siramy, 2006). You might also use 'Game Extractor v2.01', but that one doesn't give you the names of the textures. The GRN to GR2 converter is actually GrannyViewer v2.2.0.4. The method for conversion of GRN to GR2 with this tool was described on the GR2decode website, which is no longer available. The Sacred:U models are very 'low-poly' and need to be reworked extensively to fit Sacred 2 eventually. Their animations are also very coarse.
  8. @Chattius: ".. shield bash.." I've just looked through the script file 'typification.txt': there are four classifications for shields, all have "weapondamagespread = 0,". A 'real' weapon classification always has a weapondamagespread higher than zero, so you might try to add some weapondamage to a shield class. I also wrote that in Sacred 2, there are no 'cattle whips', but I was wrong: with classification 'CLF_WHIP', there are two itemtypes: 4945 models/weapons/1h/n_lash1.GR2 -> no blueprint.. 4946 models/weapons/1h/n_lash2.GR2 -> no blueprint..
  9. This should be THE most common observation with a crash of Sacred 2. There is no solution for this. The CM patch does NOT change anything with regard to network communication. In your set-up, there are many factors that might cause disruption of a network game. First of all Tunngle itself.
  10. Good news: Dimitrius has agreed to have his new models in Flix's mod !!!
  11. It's Gladiator armor.. Ah, I see, it's "Dalmar's masterful Arm Greaves" (this one DOES have a screenshot.. ).
  12. I had this problem recently with some of my own icons: no matter what I did, the icons wouldn't show up - I was frantically editing the pictures trying to get it right, thought it couldn't be the alpha layer, checked the DDS type again (A8R8G8B8), tried some crazy things.. nothing ! Finally, after I put it away for a day or two, I looked again, and it appeared I had forgotten the '0' in front of the itemtype ID..
  13. > ".. the Wiki is missing a lot of screenshots of the items.." Good screenshots would be very helpful. For instance, this S1 model is called "Armor3_arms.grn", but does anyone know what it's called in-game?
  14. WOOT! Gimme, gimme (downloading).. Ehm, on my HDD, the filename isn't right: "Flix's Dragon Mage Sets Mod v2.zip", I guess it's a typo for a HTML encoded char. (DLd with Firefox 26 on Win7 Ult. 32-bit).
  15. > ".. If I did something like this I would want it to look as authentic as possible.." It's possible to get the models from S1 and rework them wherever required. The only difficulty is to match the in-game name of an item with the actual model file and it's textures.
  16. > ".. doing a little restoration on armor from Greece.." Stuff like this you mean?
  17. > ".. "best" combination may involve blending pieces.." I think that's always kind of interesting to try, especially when the best set bonusses are activated without wearing the entire set.
  18. I've got one idea that might (also) fit the Shadow Warrior: a square, clunky, rusty armor set. Something 'a bit too heavy' that might be more of a hindrance than usefully protective, meant to introduce a bit of fun of course: a little mockery for overly enthusiastic armor gathering.
  19. > ".. never had any luck in applying any special effects.." I've done some testing for this, because I also had difficulties with special effects. One thing is that some models use more than one material, where one of the materials is marked with 'fx'. When editing such models, I haven't been able to reproduce this properly, because some kind of material layering might be involved here. The approach that seems to work best is to use only one material, plus textures that are joined together for one channel (d / n / s / hx). It also seems to be impossible to use two effects on the same mesh. Then it seems to me that the position where the effect is apparent is determined by the color of the alpha layer of the specular ('s') texture. Also consider the type of the effect: in surface.txt there are at leats two ways of applying an effect. One way is for instance using the shader 'obj_d_s_b_pulse': it requires a fourth texture channel ('texture3Name') with a texture that looks quite strangely colored. Another way is for instance using the shader 'obj_fx_lava': it uses texture3Name = "fx/lava_fx.tga". But if you want to use the T-energy effect, then there's no explicit shader for it (use 'obj_d_s_b'), and no fourth texture channel, but you need to apply the flag 'SURFACE_FLAG_TENERGY'. Also, you have to edit the alpha layer of the diffuse texture: white areas in the positions where the effect should appear. A fourth example is the fur effect: you need to use a special 'volume texture' for it.
  20. > ".. spruiking up .. a pole.." Here you go: you've realized your own idea, and it fits in great :-) > ".. the swirly beneath the surface effect.." It's visible I'd say, smart to think of that one. > ".. why not transfer sets (read: the stats).." I guess that should be possible, do these sets have stat-combinations that are clearly different from those from std. Sacred 2 sets? Can you give an example? And then - if someone would want to adopt those S1 set stats for a new set in Sacred 2 - you probably have an idea about what it should look like, no? > ".. I love the Dwarf and hate the Temple Guardian.." Yes! I do! Although.. nah, I do like the TG, especially when it breaks down ;-)
  21. > ".. What about hats?.." Yeah, that's one of the things on my list: "\models\npc\highelves\equip\t_adventurer-hat.GR2" I'm thinking about an 'Adventurer' outfit for the HE (don't tell anyone). > ".. I learn so much about other games.." You might want to take a look at Spellforce 2 as well. > ".. requests for new types of armor and weapons would overwhelm.." That sure happens. Sometimes I have too many ideas / things to do, and I can't decide where to start. Plus I get side-tracked by new stuff and things that seem impossible.. > ".. somebody does something like this.." Flix is focussed & determined, that's the way to get things done :-)
  22. Yeah, that's how I feel about it, but mine's only one opinion. I think in the original game, the Endijian's Artifacts set is already a depart from Ancaria's atmosphere: if magic & tech. get mixed, then a backing story better be good.. Although this of course makes it possible for everyone to use their favorite weapon type / armor type. Except for burning cattle whips of course. I guess we need to import them from Heroes of Might & Magic ;-)
  23. Re-texturing is easier. Then comes altering existing meshes (like applying new UV texture coordinates, or adding small meshdetails). Taking even more effort is creating a new mesh from scratch (or from a drawing). Most effort would take to create an entirely new character w. animations & the like. Here's an extremely original one: http://haikai13.deviantart.com/art/GW-2-Medium-quot-Orrian-quot-armor-set-261482678 I found it searching for "armor set" with Google Images (using double quotes). To me it seems that a lot of this stuff is being done with GW2. Nevertheless when considering the general armor set, they're all quite the same to me: a helmet, schoulder guards (almost bound to have spikes), chest plate, leg plates, extremely dull boots.. I would almost suggest Star Wars armor, but that doesn't really fit to the game. I like that too, but I don't think that scorpius falls under this category. I think these are more like it: It's very well possible to have this kind of clothing in Sacred 2, even with 'waving-in-da-wind' animations, but that would take a professional animator to create. Much easier would be skin-tight or close-to-da-skin clothing and rigid armor.
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