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Pesmontis

Sacred Game Modder
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Posts posted by Pesmontis

  1. Flix, congrats on the introduction of these, I think you've done an excellent job again with naming these weapons. Your fantasy is endless!

    Again it will become a new kind of 'quest' to harvest these, and to check which weapon / shield will fit your character best.

     

    > ".. hold all the new swords at the furthest end of the handle?.."

    As you probably know, there is a bit of 'grip shifting' when a character moves from one posture to the idle stance. This usually results in the character gripping a sword too far forward, so with the grip moved backward this won't happen.

    • Like! 1
  2. > ".. effect of seraphim's Ancient Wings.."

    It's a bit of a hodgepodge really (multiple materials, transparency channels, and clearly can't use a z.shader with that effect).

    I don't think that this effect fits a shield - if it would be used then I don't recommend a frame around it. And rather have it light inside & fading outwards.

     

    With the ShellFX + Trans flags it shouldn't be too difficult to imitate the effect, it's just a matter of creating a texture for it with an Alpha channel. We might also use a volume texture..

     

    > ".. Moddifying these four fields.."

    Do you have an example / screenshot?

  3. > ".. not for the Inquisitor.."

    When I looked through surface.txt, the Inqui's bloodpoison robe was the first I saw with the SURFACE_FLAG_SHELLFX, so I just used that one for testing.

    It's a good test, because the green lines for the effect are quite thin, so this means that we can use this to create good detail.

    Also, because I used SURFACE_FLAG_TRANSPARENT, we can probably fade the effect much better than with SURFACE_FLAG_MASKED.

    Not an easy job for the renderer though..

    • Like! 1
  4. Ow yes, that looks very nice..

     

    > ".. a semi-transparent energy field in a frame.."

    That would be a bit of a challenge, a good idea anyway.

     

    [edit]

    I'm thinking: use a diffuse map with an Alpha channel for transparency and then use the 'SURFACE_FLAG_SHELLFX' with the surface..

    Something like this might be checked quickly with the robe of 'Ilgard's Judgment'.

  5. > ".. look better with pistols than with pretty much everything else.."

    Isn't it something?

    Maybe with the Range Array set it was part of my intention, and with testing I was just lucky to have a Desert Eagle lying around. My highest level character doesn't even have one.. But it's true that I quickly adopted the combination for screeshots. In fact I should try a combination with fistweapon 'The Night', because the colors nicely match. And with a nice slight saber it doesn't look too bad either:

     

    post-19689-0-79543700-1395865127_thumb.jpg

     

    Or maybe she should always remain half submerged..:

     

    post-19689-0-38088700-1395866664_thumb.jpg

    • Like! 1
  6. > ".. leaving an empty hand slot.."

    In general, the hero models have three attachment points on the arms (except maybe the TG): a weapon point on the left & right hand and a shield point on the left elbow. The model being attached to the shield point can be anything of course, but it needs to fit the position on the arm and it won't move with the hand.
    A dagger + sheath for example, or a jogging radio, a wrist watch, an RSI bandage, a lacrosse arm guard, a splint, etc.

  7. > ".. better to make a brand new shield..."
    I thought so, that's why I put up the examples.

    > ".. earthy green texture.."
    You don't mind that it hasn't got a separate texture 'inside grey' ?

    > ".. but they are so slow.."
    I do like to have jewelry socketed to gain increased attack speed.
    Plus (to me) it seems quite accidental to have a high firing rate with a ranged weapon..

    > ".. and bend the horns.."
    Could do that as well - I guess it depends on how it turns out. I'll spend some time on it and upload a proposal.

  8. > ".. the Ice and Blood crystal bow model.."

    Yeah, why not. I think it should fit - we could even run T-energy through the bow-string..

     

    These are two ideas for shields:


    post-19689-0-03334900-1395703689_thumb.jpg

    The current demon shield looks quite low-poly in-game, so I'm thinking about remodeling it. It actually features something like goat skulls, but maybe the demon skull from the Judicator belt, or a skull from a desert lamppost might fit as well.

     

    post-19689-0-86788800-1395703979_thumb.jpg

    This is the ornamental Dryad shield, worked in 3DSmax. It might need another texture for the inside.

     

    • Like! 1
  9. > ".. I want to ask about one more feature for the future versions.."

    No bad timing at all: it's good to have continuity in development !

     

    > ".. a T-Energy tube effect to run along the bow.."

    Not hard at all, just make sure you have a diffuse texture with an alpha channel, and paint it white where the effect should be. Then set up your surface like this:

    newSurface = {
      name         = "mosaic4_tubes",
      texture0Name = "maps/../mosaic4_d_with_Alpha_for_tubes.tga",
      texture1Name = "maps/../mosaic4_sg.tga",
      texture2Name = "maps/../mosaic4_n.tga",
      flags        = SURFACE_FLAG_OPAQUE + SURFACE_FLAG_TENERGY,
      shader       = obj_d_s_b,
    }
    mgr.surfCreate(newSurface);
    

     

    > ".. a really good bow from Sacred 1.."

    As far as I've seen, S1 only has three/four bow models, and they're pretty straightforward. With respect to the model I would recommend a new design.

  10. > ".. oversized and only present as decoration.."
    Surely oversized. In think it might actually be ellipsiodal, not a bent plate. I'll look for it in the model files.

    [edit] The model is l_drysymbol-c1.GR2 in models\objects\misc\dryads with surface "drysymbol-c1-1-l".

    > ".. now a Table of Contents.."
    It's very accessible, again one nice piece of hard work :-)

    Yes, MOAR LOOT ! harrrr.. !

    • Like! 1
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