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Pesmontis

Sacred Game Modder
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Posts posted by Pesmontis

  1. The files are actually replacement files for the default meshes and the default textures of HE, seraphim, and (one) Dryad. So you can only see these models in-game one at a time. If you send me a PM, I can send you the files for a specific model you like. But you need to know beforehand how to replace the default meshes and the default textures.

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  2. There's a great tool for editing meshes called Geomagic Studio. It's easy to cap holes and I think it can also generate watertight meshes.

    With regard to assembly points, you might add them after printing (like reshaping a plastic model kit).

    To add joints is a whole different ballgame, it requires some skills in mechanics. I think it would be easiest to print limbs separately, and then add existing fine-mechanical hinge-joints.

  3. Blender can do 3D printing..

    That would be useful, because then you can also pose the model by manipulating the bones.

    With regard to 3D file formats, I've heard that IGES might be a good intermediate format. 3DSmax can export IGES files as well. However, I don't think that any of the formats listed in your image can hold a 'rigged' model, and I don't think that SolidEdge is meant for handling 'rigged' models (ie. models meant for animation).

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  4. Hey SX255, I'd like to help out, but I'm not familiar with the STL file format.
    I've checked in 3DSmax, and it does support STL export, but I'm not sure it will export bones and vertex weights.

    If you tell me which objects you need, I can make STL files for you.

    edit: .. mh.. I don't see no bones and no vertex weights in an STL file, I don't think you want to use this format, unless you want to do something like 3D printing. What CAD program are you using?

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  5. With the cybertiger it was (and is) difficult to find new patterns for its fur, so that's where it stumbles. For the armor texture there are (only) two options (yet): flat shiny or grey bumpy.

    Fx for the tubes can be applied as seems appropriate. No coherent plan for any of the aspects exists, although there's one idea for a 'celestial magic' cybertiger which was only roughly implemented.

    In this state I'd say the cybertiger might be released, but then without new fur patterns. The eye-catching things would then be the armor mesh itself and the effect on the tubes.

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  6. First reported in the Offizial German Forum, this is something new for which I'd like to have some independent testing results: Parallax effect for Sacred 2.
    I've been working on this for a few weeks, and I think I produced something worth showing.

    To start with, I'm showing a comparison of the Thylysium arena with and without the parallax effect.

    image01: parallax_Arena-comparison-01.jpg post-19689-0-80290900-1427571806_thumb.jpg

    image02: parallax_Arena-comparison-02.jpg post-19689-0-30245200-1427571726_thumb.jpg

    The modified shader for this building is the "obj_d_s_b" shader, which is also used for NPCs, for instance the elven blacksmith:

    image03: parallax_elven-blacksmith.jpg post-19689-0-43828400-1427571680_thumb.jpg

    Heroes use different shaders, for instance the "obj_skin" and the "obj_skin_cloth" shaders. Here you see the parallax effect with the HE default clothes:

    image04: parallax_HE-default-belly-top.jpg post-19689-0-62585600-1427571635_thumb.jpg

    The bulk of the visual things in Sacred 2 is actually terrain, and it would be nice to have a parallax effect for all terrain patches, otherwise you would get something like this: a parallaxed bridge connected to a road patch without parallax:

    image05: parallax_bridge-versus-road.jpg post-19689-0-33318000-1427571570_thumb.jpg

    To have a parallax effect for terrain, I modified the "base.shader". To illustrate this I made a few screenshots with a very strong parallax effect:

    image06: parallx4x_Ancient-Chambers-02-web.jpg post-19689-0-34678900-1427571500_thumb.jpg

    image07: parallx4x_Temple-floor-02-web.jpg post-19689-0-26909800-1427571402_thumb.jpg

    In the files I uploaded, the parallax effect is 4x less strong than in these last two images.
    Although I got some good results, the effect for terrain is still very 'patchy', and I don't know how to change this.


    The files for this mod can be downloaded here:
    https://onedrive.live.com/?cid=C74367DE5EF781A2&id=C74367DE5EF781A2!303

    One of these files is my actual 'shader.zip', which can be copied into the folder <Sacred 2>\pak (but first create a backup of your original 'shader.zip').

    The names of the other files point to subdirectories of the 'pak' folder (for instance "mq.patches.standard.zip" and "mq.maps.architecture.hochelfen.arena.rar"), where they should be unpacked.

    The file "mq.maps.architecture.hochelfen.arena.rar" contains the textures for the large Arena in Thylysium. This is one of the few buildings that I used to test the parallax effect.
    If desired I can make new textures for other buildings as well. These textures carry the extension "_nhxi.dds", pointing to their uncommon content and format. To use these textures, I added the characters "hxi" to their respective entries in surface.txt. You might also rename them with the extension "_n.dds".

    Background
    https://en.wikipedia.org/wiki/Parallax_mapping
    The parallax effect in computer games is actually not very difficult to understand. For instance if you look at rough terrain at an angle, you rather see the protrusions than the dimples. But if you look straight down on the same terrain, you can also see into the dimples. The difference in the viewing angle creates a higher awareness of depth.

    Alas the implemantation of a parallax effect into the various shaders also has a high toll on the refresh rate in Sacred 2 on my PC, and I can't even test my changes to the full, so any help is welcome.

    • Like! 1
  7. > ".. make the wings huge ?.."

    Sure, they can extend at least to the size of some of the original wings. I just thought it looks better this way: otherwise their presence would be enormously overwhelming. Besides, I listen to others who say that a seraphim with 'real' wings an 'real' eyes would spoil her essence.

     

    > ".. fight without your head being all showed.."

    Because of the eyes. The seraphim doesn't have 'real' eyes, they wouldn't be much appreciated. So how to hide (contain) the seraphim's stargaze? Add a visor! And with the visor comes the helmet, it's that simple.

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