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Pesmontis

Sacred Game Modder
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Posts posted by Pesmontis

  1. > ".. posting stuff that even they haven't seen!.."
    You've had so much on your hands, I'm awaiting your additions anxiously: a lot of original material that's never or hardly been shown before!

    > ".. a Magic Staff set for Dual Wielders.."
    I didn't even know that this is possible.. I should try this soon.

    > ".. skull staff as a new unlocked NPC item.."
    It looks great - also for bonking an opponent :-)

    > ".. because there you can also see the latest.."
    Yeah, the pictures reveal many new details - an appetizer for the mod update!

    • Like! 1
  2. ".. robes are hard to match with armour.."
    The robes (partly) have morphing animations.

    ".. very large and powerful magic staff To Mega Therion.."
    Nice name :-)

     

    ".. great job on the textures.."

    Yes, it can't be said enough :viking:

    • Like! 1
  3. I was recently advised to alter spawn levels in the file 'region.txt': it seems that when the parameter 'maxLevel' is set to zero, then the spawns should be more like your own level. Alternatively, in this file you can set minlevel to 1 and maxlevel to 206 if you like - though you'd have to do this for all listed regions.

    • Like! 1
  4. > ".. should start pouring.."
    "It's raining items, halleluja.."

    If you find items that need editing / repositioning, then just let me know, OK?

     

    > ".. trying out the Crossbows.. able to wield them properly.."

    Wielding would have to use the "..gun" animations, but if a crossbow is considered a 'gun', the shooting effect doesn't match.
    A different shooting effect (eg. a small flying arrow) would require a separate weapon class.

    • Like! 1
  5. It's a bit of a late reply, but I think these are all incredible finds.

    I wonder why unused items were never researched before.. the idea to do so doesn't seem farfetched.

    Flix, (how) are you going to implement them all into the mod?

     

    Plus I guess with all these finds, the 'New Weapons and Shields' section in the Brainstorming thread has become redundant..

    • Like! 1
  6. Thanks guys, with your appreciation I love to create such models :-)

     

    > ".. about this set on Mantis.."

    I have a few other balls in the air for the CM-patch, plus this set hasn't received much attention in Mantis.

     

    > ".. its stats are good-looking.."

    That's a relief, really. I have to rely on others to qualify the bonuses.

     

    @ Flix: thanks for the beautiful screenshots, I'd like to know how you make them..


    post-19689-0-98506700-1392896996_thumb.jpg

    • Like! 1
  7. > ".. Flix, that's awesome!.."

    Here comes heavy back-up for that statement: man, that's an incredible effort you put in those textures! Beautiful screens too!

     

    My favorite is.. "Hand of Balance".

    I have to add that "Huntress" is probably the most original of these variants, and I also like "Arctica".

    • Like! 1
  8. You can:

     

    - open the SMD file in a text editor;

    - go to the line where it says:

    0 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

    - change this line as follows (apply a rotation of 180 dgrees around the y-axis):

    0 0.000000 0.000000 0.000000 0.000000 3.141593 0.000000

    - import the SMD file into 3DSmax;

    - select the 'smdimport' geometry object and in the 'Advanced Parameters' roll-out (Modifier tab), uncheck the check box "Always deform";

    - select the 'root' bone and set it's y-axis rotation to 0.0 degrees;

    - select the 'smdimport' geometry object and check the check box "Always deform";

    - select the 'root' bone and apply a rotation of 180 degrees around the y-axis;

    - go to the menu item <Character><Bone Tools> and click the button <Bone Edit Mode>;

    - set the 'root' bone's y-axis rotation to 0.0 degrees.

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