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Vishanka

Sacred Game Modder
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Everything posted by Vishanka

  1. Playing around with the npcs a little
  2. Thanks for the 1.4 I finally managed to install Sacred on win11 and as I lost my savegames I will have the opportunity to test it from scratch.
  3. Just a question, is there any experience with Sacred 2 on win11? I'll upgrade tomorrow and just curious if it's still possible to play
  4. I do not know what kind of error it is and the error does not know it either Here a screenshot:
  5. Sadly no, I am not sure what I did back then when I intended to create a static link. I will try again after work today, if you like you can use the one from my previous post in the meantime. I also uploaded it to nexusmods; I wanted to upload it to dark matters as well but got an error everytime I tried. If you tell me how I can proceed I'd gladly share it to the download section here as well Here's the link for nexusmods https://www.nexusmods.com/sacred2/mods/41
  6. Before After And for those who want more screenshots
  7. Hello, I have a new release ready. You can find it here: Beautification Project 2.0 (02.12.2022) Will add some Screenshots soon. Let me know what you think
  8. Yes, that is no problem, just delete the files in this path called z_leaf-atlas-... Sacred 2\pak\mq\physx Sacred 2\pak\hq\physx and they will return to vanilla on your next start I will have a next release ready soon (holiday finally ) and it will be a bit brighter again in general. It will replace the debris again, if you want a custom color instead of vanilla leaves that you like better then I can create some textures for you to try. The original light green might be a bit too flashy in contrast, but I could for example just make it a little more natural for you and tone the green down slightly. Just ask if you want any custom changes.
  9. I was a bit lazy with finishing the campaign but there's just 2 bosses left now and I want to do some bossfarming as well. Do you have a recommended farm route? I usually also do a few specific quests every server restart for set pieces, but you might have recommendations what to do on every restart?
  10. Ouuuh how about that... that's the endijian wing effect I guess, perfect for the seraphim-highelf mod I'll try around a bit more, thank you for your help! Strange though that the transparency did not work for the t-energy effect the way it does for lava
  11. I don't yet fully understand the behaviour of the texture with the lava shader but it's something. I'm using: newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx.tga", texture1Name = "fx/noise.tga", texture2Name = "fx/noise.tga", flags = SURFACE_FLAG_SHELLFX + SURFACE_FLAG_TRANSPARENT, shader = obj_d_s_b_lava, } mgr.surfCreate(newSurface); Suggestions?
  12. I hope that's the way you described newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx.tga", texture1Name = "fx/black.tga", texture2Name = "fx/noise.tga", flags = SURFACE_FLAG_SHELLFX + SURFACE_FLAG_SFX + SURFACE_FLAG_TENERGY + SURFACE_FLAG_TRANSPARENT, shader = obj_d_s_b, } mgr.surfCreate(newSurface); It does something blackish transparent without t-energy with the original texture, with the custom texture there's also no t-energy, just darker, is the order of the flags relevant, maybe there's a mistake?
  13. Thanks, I'll try it in 2 days, my ssd just died 30 minutes ago with Sacred and my mods on it and I ordered a new one and hope to be able to salvage some data from the old one I'll tag you when I'm back.
  14. This way it will render anything below a certain alpha level invisible, there's no more or less transparent parts and it will not show most of the texture, just the t-energy parts newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx_custom.tga", texture1Name = "fx/black.tga", texture2Name = "fx/blue.tga", flags = SURFACE_FLAG_MASKED + SURFACE_FLAG_SFX + SURFACE_FLAG_TENERGY, shader = obj_d_s_b, } mgr.surfCreate(newSurface); Here's the same with the original Texture And when I add the transparent flag it will at least show the more transparent parts, even though without t-energy newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx_orig.tga", texture1Name = "fx/black.tga", texture2Name = "fx/blue.tga", flags = SURFACE_FLAG_MASKED + SURFACE_FLAG_TENERGY + SURFACE_FLAG_SFX + SURFACE_FLAG_TRANSPARENT, shader = obj_d_s_b, } mgr.surfCreate(newSurface); it's from the texture being gradient Better visible with the custom texture
  15. With obj_d_s_b it's still invisible, however for my tests I started using obj_d_s_b_skin and it will make look... I'll just post the code it's so hard to explain newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx_orig.tga", texture1Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx_orig.tga", texture2Name = "fx/blue.tga", flags = SURFACE_FLAG_SFX + SURFACE_FLAG_TENERGY, shader = obj_d_s_b_skin, Still no T-Energy Effect though. And another attempt doing anything; this will show the effect but on the solid texture: newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx_orig.tga", texture1Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx_orig.tga", texture2Name = "fx/blue.tga", flags = SURFACE_FLAG_MASKED + SURFACE_FLAG_SFX + SURFACE_FLAG_TENERGY, shader = obj_d_s_b, } mgr.surfCreate(newSurface); Adding "@te" into itemtype.txt results in not loading the models correctly anymore. Thank you, I achieved the "final look" by adding all of these flags = SURFACE_FLAG_MASKED + SURFACE_FLAG_TENERGY + SURFACE_FLAG_SFX + SURFACE_FLAG_TRANSPARENT, shader = obj_d_s_b_skin, They could spawn tenergy on the non transparent spots and glow on transparency... I told you I have no idea what I'm doing
  16. Thank you very much in advance! I applied the changes the way you suggested but it's still invisible. I've also tried a few other combinations with the textures (texture1 my own and texture0 original, and the other way round) This is with texture0 being my own texture and texture1 the original texture0: Edit: I should mention that no t-energy effect is happening here, it's just glowing (in case you wonder; my edited texture is fractured like that, that's why it looks blue and white and strange)
  17. I would answer the question but I don't know, I cannot answer the question. I don't know what the problem is. I don't know if there is a problem with the flags, the texture or the shader, or if there in fact isn't a problem and it just will never work for pc or why it works on xbox. There is only one file to edit, here: This is the original entry in surface.txt newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx.tga", texture1Name = "fx/black.tga", texture2Name = "fx/blue.tga", flags = SURFACE_FLAG_SFX + SURFACE_FLAG_TENERGY, shader = obj_fx_add, } mgr.surfCreate(newSurface); This is the original texture: Ingame it's invisible. If I change something about the texture it will do this ingame: After that all I did was editing the surface.txt entries, trying out several shader and flag combination and I sticked to one combination that looked acceptable even though I don't know why it looks the way it looks. I only edited the texture as seen in the picture and after that I just shuffled around shaders and flags in the "seraphim-mystiquefx-wing_c" entry in surface.txt, and some combinations were able to provoke the t-energy. I did not touch anything else.
  18. I don't know why it's not working like on the Xbox version so I don't know really what the problem is. To me the problem is the lack of transparency levels for the t Energy effect as I can only get a solid surface for it to run over, or complete transparency without any tenergy effect at all. At a certain level of transparency the effect just disappeares, a behsviour which I exploited for the texture I am currently using. I will try to work with an alpha layer mask but I don't have high hopes for that as I'm already able to edit all dds channels So I don't really know, I was hoping you had encountered transparency and t energy anywhere while learning the shader stuff by default it's invisible and not working at all, my approach to fix it might just be wrong in the first place as I lack knowledge of the flags and shaders and just brute force it until I get a result
  19. I want to change the gear of the seraphim standard NPCs and unfortunately when removing the helmet they won't have any hair. I tried a few things but nothing worked. Does anyone know a possibility to add hair to the seraphim npc models?
  20. Yes, I remember that when I used the english GOG version the font was different. Maybe they thought it wasn't readable? I'd probably use a fonts with serifs as well if I'd replace it.
  21. They did? I don't know, in the german version it was never removed and is still there. Unfortunately the link does not work for me.
  22. The issue I have with it is the lack of transparency or, when I get transparency, it disables the t-energy effect. I was able to activate a T-Energy effect, but it doesn't seem to have transparency; instead the effect is on a solid black surface that it runs over, which unfortunately doesn't look good. In the xbox version it's kind of see-through. By default the effect is active but invisible... If I've managed to get any visual feedback through other shaders, other flags or another texture, it's either just the simple light effect that the texture creates (maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx.tga) or the solid black surface with the t-energy... By using a different texture I somehow managed to have transparency and from a certain degree of visibility the t-energy effect is also activated, but it only runs over the non-transparent parts and ignores everything from a certain point on degree of transparency
  23. I actually don't think it would be that bad as it's a slim shield and is more or less an extension of the arm I even quite like it while dual wielding. I'll fix some colors and then I'll try to find a polearm model I possess
  24. I thought about turning the endijian spear into a one handed weapon but with spear animations so that you can wield the endijian shield with it. Wait, is it possible to add the additional itemtype in the iteminfo.txt and just add the shield there to the spear? Maybe a very optimistic question as I don't expect it to function like that but I'll try out what effect that has, if any It's actually working I added it to tinwora since I have no ancient spear but isn't it amazing?
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