Jump to content

Vishanka

Sacred Game Modder
  • Posts

    371
  • Joined

  • Last visited

  • Days Won

    27

Everything posted by Vishanka

  1. The interesting thing is that the effect for that should be in the game. If you look at surface.txt there is a t energy effect entry, mystique wing FX. It just does not work. On the console the effect is visible. If you look at the sacred 2 wiki, the person who recorded the videos for the seraphim combat arts. It's from console and there the effect is visible. If anyone knows what to do for activating the effect in the way it should look like I'd be happy to learn how to do it Maybe... @Lindor as you seem to have much expertise with FX?
  2. Fooling around with the gear... I'm sure someone was able to activate the tenergy effect of the wings and have it fade to transparency, but I could not do it so I did what I could and did this. Shattered T-Energy effect with some glowing underlay that fades to alpha. It was like 10 seconds and a template brush from GIMP but I think the idea is worth sharing And one other different texture... I'm sure I'll come up with something
  3. As the dryad animations work more or less for highelf I thought... why not also test some of her armor? That one is not perfect since the feathers in front clip into her leg but I enjoy that featherbutt.
  4. Dolch, German for dagger And just a little trivia... ST - Stangenwaffen - Polearm ZW - Zweiwaffenkampf - Dual Wield BH - Barehanded probably
  5. Could you please test something? I recorded two videos of me hitting the air with a polearm 71 times. I counted the amount of the double hit animations occuring with 200 points into polearms. 30 of 71 hits were double hits. Then I removed the weapon skill. 5 of 71 hits were double hits. You know where I'm coming from, could it be or was it just luck?
  6. Haaa, yes I just noticed on my 'real' seraphim that she would do that as well my mistake here. Maybe I confused it with my tests with Pelting Strikes.
  7. What is happening here then (the last hit)?
  8. By the way, if you should discover why I'm not able to add completely new animation entries with completely new names, let me know. I tried ANIM_TYPE_Schockwelle_1H and ANIM_TYPE_SM30_1H. Without problems I was able to add all 2H, TGUN and ZW entries at the end of the file in any order I like, but it will not accept the ones with the names above. It would also not accept to change the name of an existing entry to its spell name, for example renaming SM18 to nova (I'm sure I edited all related files correctly). I would have wanted to do that since I'm annoyed by having to look for the number all the time but it's time to accept that I don't really understand the file... Oh? I used a level 200 seraphim lately with 200 points into dual wield and I remember it triggered the doublehits without issue... I'll check again quickly, I think I still got the character... Triggers correctly, 41% chance for doublehits (sorry for the bad hitchance ) Edit: I might be wrong here, I'll do one again with a 1h sword
  9. Then I remember it correctly I used to looooove the high elf with polearm just for the animation alone, take a look at her, it feels so good, dryad too. Maybe they are not able to trigger double hits from weapon mastery? Last idea for what could have been the issue to remove them but
  10. Now that you say it, since I restored them I actually I have not noticed them to not hit twice Every animation and weapon swing will deal damage for me. I'm not sure though if I used the sm24 entries or the ones from the installation before the fixpack, I will check at home. I would not have them removed either way, every animation does have different execution times so I would not mind a longer animation with less damage. And if sm24 fixed the double hit by adding one, I'd actually just add the 2nd hit to attackx instead of removing the animation from the melee pool. Might be a slight buff but why not
  11. As expected but thanks for the calculation... Maybe someone wants to update the wiki entry which says: Phase Shift - Decreases the cooldown time (not regeneration time) of Shadow Step. (50% + 0.5% per CA level decreased
  12. AFAIK and pretty sure, just the stats. I remember I only liked servers with 2 or 3 people since it got too tedious after that (kill speed <> experience). Never saw anyone joining servers for drop rates and the entries don't indicate anything about drop rates either. And there was also the problem with the level difference... we only joined servers but everyone stayed in their own favorite area alone, I rarely actually saw another player. And there was the bug where a high level mob could randomly spawn and kill you 1hit... I don't remember how the system worked if 2 players hit the same mob though, or which level the mobs had if the players had different levels... I guess the level was dependent on who entered the area first... but whose drop rate was taken into account... especially if one has perception and the other does not, I don't know.
  13. tiny lady with big gun and hurling her fireballs into enemies faces (archangel's wrath). I liked a cast animation for it more than doing an attack animation, AND archangel's wrath was shooting somewhere out of her belly so I was quick to replace it. I tweaked the execution times a bit so it really feels good to hurl them at someone, I promise, better than with the highelf herself. Nothing is buffed or nerfed by the way, all the animation lengths are based on the seraphim entries. Not sure if I will keep it orange, I kind of like it. I'll have a look if there's a way to change the color without changing the high elf fireball but if not I'm satisfied as well. I added 2h sword entries, it's a bit tricky though. 2h swords are slower than the 1h animations I'm forced to use... I don't know if it's possible to slow down the animation itself at that point... it looks acceptable, not perfect but acceptable. one can notice they are not always executing perfectly smooth if they hit the air like 10 times, but who does that. I was pondering changing the models to 1h weapons but I actually think it's still ok with that size so I might keep them that way. Maybe I'm also spoiled from the WoW swords.
  14. After trying everything I did the last thing that was left and did a copy/paste of the whole animation entry and pasted it to replace the seraphim entry with a new model called a_sera_helve.gr2 that solved the issue with the run animations. I can only guess it's something about the entry number position since I already copied the run animation infos into the seraphim entry but that did not solve it. strange behaviour but solved nonetheless now I can finally start doing the mod for the 4th time.
  15. I did that and it does have the same issue as replacing the seraphim gr2 model; the run and walk animations won't work, other animations function as they ought to. any idea what causes that issue? If I could resolve that it would be the easiest solution
  16. Hm, I thought it should work like that. I tried to add ANIM_TYPE_SM30_ZW at the end of the high elf entry. I used ANIM_TYPE_SM30 in the spells.txt and had created a_helve_sm30_zw.gr2 but it did not work. I already added all the dual wield entries as well as new tgun entries so I basically understand how it should work, but those new entries won't What am I missing? I tried to use the seraphim entry by replacing the seraphim gr2 model with the high elf model, but everything seemed to point to the high elf folder then. I also could not get the model to accept the seraskin_d.dds which I also replaced with the high elf skin, it would just point to the highelf folder and only accept the texture in there. The same issue is with the armor but those will at least accept a texture assigned in the itemtype.txt, I tried to add a texture entry to the seraskin entry but it would not accept it either. another problem was that the run animation just would not work anymore with that model swap, every other animation was functioning, I have no idea why that one causes problems
  17. @Flix do you know how sm24 was added? can I add more animation entries somehow or is that impossible (by that I mean ANIM_TYPE_SM30 or ANIM_TYPE_NOVA for example)? At the moment I have the problem that when I change the animation times the highelf might become unplayable. I also swap animation gr2 files so that won't work with the high elf either. I think the best solution might be adding new entries and files just for the mod if that is possible? If not, I think I'm running out of ideas to keep the high elf unchanged
  18. Wow, I don't take credit for that, just wanted to show because I love it... I took some armor models from addendum to get rid of the skin, (not all though), two textures from someone else, merged one with my own, and I have no idea who edited the chestpiece, I've downloaded it a decade ago Why didn't I do this earlier, the quality seems so much better... I'm still busy with the animations and have done 24 out of 603.... so it's still a long way But I'm really looking forward to do some armor compositions... with the addendum files I can cut out armor pieces wherever I want
  19. Oh, how beautifully animated! Here she is passing over the bow to her free hand to perform the animation
  20. Flix said it was not possible for the high elf, here: https://darkmatters.org/forums/index.php?/topic/72222-vishankas-mod-corner/&do=findComment&comment=7139547
  21. Last but not least... here is the BFG for Highelf... and energystaffs in general
  22. That's something I would've liked to do for a while, but I never concerned myself with NPCs really. Would it be possible to assign an own skin dds texture to the npcs and maybe even give them a hair model? Of course, the NPCs shouldn't shine as glamorously as the hero, but I always found it a pity that they all wear this canned helmet and looked so conservative, although they should all be a bit conceited. Funny, that's exactly what I'm already doing but I just created one texture for that (Endijian shoulders for me) and when I want something to disappear I change the path to the endijian shoulder model so that I only need one texture file.
  23. @Flix I apologize for bothering you again but I have some more questions which I'm sure of that you can answer. If turning this into a mod (replacing the seraphim model) - would you recommend to replace the .gr2 models in the pak folder or would you recommend to use the itemtype.txt and change the paths for it? I really need to make many changes in there but even if I just replaced the gr2 models some flags would have to change (equipcut, hair) so that I need to edit the itemtype.txt anyway. At the moment I just edit the script but I'm not sure which method is the better one. What does the logic bounding box do (I think that's what it was called)? I never noticed a difference changing the values. And one more question: what's the easiest way to make a model (armor) invisible? I do have a way to do that but I think there is surely a more professional one
  24. So there seems to be one single flawed basic attack animation amongst them where the offhand weapon disappears in the middle of the movement (got tinwora in the right hand). Did I make some mistake by editing some textfile or is the animationfile the problem here? It's a_helve_attackb_zw.GR2 that's having that issue
×
×
  • Create New...
Please Sign In or Sign Up