PrEditor Features

Forum for discussing the Torchlight Mod Toolset

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Re: PrEditor Features

Postby SquallLeonE » Sat Jun 13, 2009 9:56 am

Are we going to be able to move things around and delete things in the HUD?
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Re: PrEditor Features

Postby Bebop » Sat Jun 13, 2009 12:00 pm

So we are using CEGUI for our UI. You should be able to overwrite the XML files to come up with any kind of UI look you like. With that said, there are some basic core UI functionality that you can't overwrite - for example the menu's that slide in and out from the right and left. You can change the layout on those windows but that's all. Hope that makes some kind of sense.
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Re: PrEditor Features

Postby Luap26 » Sat Jun 13, 2009 12:42 pm

so for some things we will only be able to change the skins of it not the way it does somethings? thats still cool tho!
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Re: PrEditor Features

Postby travisbaldree » Sat Jun 13, 2009 5:34 pm

So we are using CEGUI for our UI. You should be able to overwrite the XML files to come up with any kind of UI look you like. With that said, there are some basic core UI functionality that you can't overwrite - for example the menu's that slide in and out from the right and left. You can change the layout on those windows but that's all. Hope that makes some kind of sense.


You can actually do a bit more than that - you could change the dimensions of those, their animations for displaying ( or remove the animations entirely ), and the position and dimensions of the layout on top of them. They're a bit funky,a s it is a combination of a 3d element and 2d overlays that are pinned to it, but that IS alterable.

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Re: PrEditor Features

Postby jamesL » Sat Jun 13, 2009 6:17 pm

Bebop wrote:So we are using CEGUI for our UI. You should be able to overwrite the XML files to come up with any kind of UI look you like. With that said, there are some basic core UI functionality that you can't overwrite - for example the menu's that slide in and out from the right and left. You can change the layout on those windows but that's all. Hope that makes some kind of sense.


http://www.cegui.org.uk/wiki/index.php/ ... g_-_Part_I

http://www.cegui.org.uk/FalDocs/

time to start looking at these I guess

here's an editor, but it looks like I need the xml files first
http://www.cegui.org.uk/wiki/index.php/ ... oads_0.6.2
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Re: PrEditor Features

Postby nick800 » Tue Jun 23, 2009 2:50 pm

travisbaldree wrote:No matter what happens, there's always SOMETHING you want to get into a game that you can't, even if you spend years and years on it.
We'd like to continue supporting Torchlight after its release - it's best for us if we do! As long as there's an audience, and we have the bandwidth to support it, we will.
What form will that take? I have no idea. It could be supporting the modding tools with extra widgets, or tossing out some free expansion stuff for fun. It depends on a lot of things, but I hate the idea of kicking something out the door and forgetting about it. So, we'll get extra goodies into your hands one way or another, I think.

Travis

i was soo mad when hellgate london went down it was soo good imo.

never actually got to try mythos. it was already closed when i heard about it/
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Re: PrEditor Features

Postby leoleez » Wed Jun 24, 2009 10:19 pm

i thought i posted a comment, well i'm swallowing word i said somewhere. the war 3 map editor is pretty simple... but powerful... dunno where i said that. But looking forward to this.
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Re: PrEditor Features

Postby Omnifas » Wed Jun 24, 2009 11:33 pm

Volbard from Preditor Video Thread wrote:...I messed up and didn't record the lighting phase...


I keep forgetting to ask...about lighting...
What can we do with lighting? Can we make it so its nearly non-visible? Can we have a blue tint?
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Re: PrEditor Features

Postby Bebop » Thu Jun 25, 2009 8:38 am

Omnifas wrote:I keep forgetting to ask...about lighting...
What can we do with lighting? Can we make it so its nearly non-visible? Can we have a blue tint?


Our lighting is done a bit differently then most games. Our lighting is all particles. You basically coat your level with whatever particles you like. On the lighting pass they get layered onto the level so you actually don't see them floating around - as you would imagine a particle system would( fire for example ). The system works great - same kind of system Travis setup for Fate.
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Re: PrEditor Features

Postby Jaknet » Thu Jun 25, 2009 11:23 pm

I know nothing about modding(as I'm sure will become obvious :D ), so I've no idea if this is possible or plain daft.

Using the editor can you create a portal to a level off the town of torchlight, which you could use as a home (for want of a better word), Include a chest or container of whatever type and have the contents of the area and chest save and load up each time you start the game regardless of what char you log in with?

So basically would this create a basic shared stash/area for the SP game or is this just completely showing my lack of modding knowledge?

A couple of ideas just to link with this. Maybe have the "home" start out as a basic cave (or something) and as your fame increases so the quality/size/style improve. Finally on the bosses have a drop of a head or other body part as a trophy you can display there. (too much fable TLC I guess ;) )
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Re: PrEditor Features

Postby Rob » Fri Jun 26, 2009 12:51 am

Bebop wrote:
Omnifas wrote:I keep forgetting to ask...about lighting...
What can we do with lighting? Can we make it so its nearly non-visible? Can we have a blue tint?


Our lighting is done a bit differently then most games. Our lighting is all particles. You basically coat your level with whatever particles you like. On the lighting pass they get layered onto the level so you actually don't see them floating around - as you would imagine a particle system would( fire for example ). The system works great - same kind of system Travis setup for Fate.


That's excellent to hear. I'd imagine that would make it easier for the creator to control lighting effects and would require less computer performance compared to traditional rendered lighting.
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Re: PrEditor Features

Postby Jaknet » Tue Jun 30, 2009 3:58 am

Well no-one has laughed at my questions on the previous page...which is a bonus.

Still it would be nice if someone could answer whether the idea is vaguely possible. I don't know if it got ignored due to being at the end of a page, or because it was such a daft question ??

Cheers
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Re: PrEditor Features

Postby Webbstre » Tue Jun 30, 2009 6:48 am

Jaknet wrote:I know nothing about modding(as I'm sure will become obvious :D ), so I've no idea if this is possible or plain daft.

Using the editor can you create a portal to a level off the town of torchlight, which you could use as a home (for want of a better word), Include a chest or container of whatever type and have the contents of the area and chest save and load up each time you start the game regardless of what char you log in with?

So basically would this create a basic shared stash/area for the SP game or is this just completely showing my lack of modding knowledge?

A couple of ideas just to link with this. Maybe have the "home" start out as a basic cave (or something) and as your fame increases so the quality/size/style improve. Finally on the bosses have a drop of a head or other body part as a trophy you can display there. (too much fable TLC I guess ;) )


I'll give it a shot!

My guess is you can't have a shared area, because everything will probably be randomized too much to allow for everyone to go into the same exact game.

I bet you can pull off the home thing though, via a lot of triggers. Kind of reminds me of building a town in Breath of Fire 2, where you had to do a lot to get your empty plot of land to prosper.
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Re: PrEditor Features

Postby Bebop » Tue Jun 30, 2009 8:47 am

Jaknet wrote:Well no-one has laughed at my questions on the previous page...which is a bonus.

Still it would be nice if someone could answer whether the idea is vaguely possible. I don't know if it got ignored due to being at the end of a page, or because it was such a daft question ??

Cheers


Sorry I haven't answered you yet. The truth is that we are working a few things that would change my answer to you. And we still are working on those things so I'll answer what I can ...

Yes you should be able to make your own house and put a portal in town to it.

As for the shared stash ... you'll have to wait. I'll let you know as soon as possible about that.

Upgrading your house based off your fame might be possible in the future but not right now.

Adding boss heads should be possible but you'll have to make the art. You'll just need to check and see if that quest is done and if it is show the head in the house.

sorry for the long delay.
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Re: PrEditor Features

Postby TiberiusAudley » Tue Jun 30, 2009 9:36 am

Is there a limit to skills available to a single monster?
Are the character models available for monsters to use?


I have a very fun idea for a 'quick' mod to make, (quick in relation to my other projects, anyway) basically making a PvP arena where the opponent is AI. But I want it to use the default Torchlight characters for both enemy and player choice.
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Re: PrEditor Features

Postby Jaknet » Tue Jun 30, 2009 10:03 am

Hi Bebop.

Thank you very much for your reply. Fully appreciate that it's hard to give answers when you don't know them yourself :)

I'm amazed how much is possible. Looks like I'm going to be learning how to mod after all.... :ugeek:

Cheers again and thanks to all at Runic for their hard work.
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Re: PrEditor Features

Postby Bebop » Tue Jun 30, 2009 10:53 am

TiberiusAudley wrote:Is there a limit to skills available to a single monster?
Are the character models available for monsters to use?


I have a very fun idea for a 'quick' mod to make, (quick in relation to my other projects, anyway) basically making a PvP arena where the opponent is AI. But I want it to use the default Torchlight characters for both enemy and player choice.


Yep unlimited.

And yes you can use the players as monsters.
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Re: PrEditor Features

Postby TiberiusAudley » Tue Jun 30, 2009 1:41 pm

Bebop wrote:
TiberiusAudley wrote:Is there a limit to skills available to a single monster?
Are the character models available for monsters to use?


I have a very fun idea for a 'quick' mod to make, (quick in relation to my other projects, anyway) basically making a PvP arena where the opponent is AI. But I want it to use the default Torchlight characters for both enemy and player choice.


Yep unlimited.

And yes you can use the players as monsters.


Sweet. Thanks for the info! Looks like my first mod to play around with will be adding an Arena outside of the town. :)
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Re: PrEditor Features

Postby LeStryfe79 » Tue Jun 30, 2009 3:14 pm

Hello, long time Mythos fan here!

Will we be able move the included art assets around in order to provide other functions? For example, would I be able to use stationary monsters to look like statues, or maybe create an NPC that is a talking treasure chest?

Thanks
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Re: PrEditor Features

Postby Volbard » Tue Jun 30, 2009 3:18 pm

That sound pretty reasonable LeStryfe |^)
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