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Pesmontis

Sacred Game Modder
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Posts 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! :pirate:

    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. .. add the “FLAG_EQUIPCUT + ” to all items that use “c_sera-angeldust-torso.GR2”. There should be about 6 of these in the file (don’t know why). This fixed the crazy clipping on my end.

    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..

  3. @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..

    • Like! 1
  4. 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..

  5. > ".. 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.

    • Like! 1
  6. > ".. 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 ;-)

  7. > ".. 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 :-)

    • Like! 1
  8. 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 ;-)

  9. Is it easier to entirely create a new set of armor, or re-texture an existing one?

    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.

     

    .. the black leather bodysuit/trench coat combo..

    I like that too, but I don't think that scorpius falls under this category.

    I think these are more like it:

    AionBalicArmor.jpg

    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.

    • Like! 1
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