Wardrobing The Zealot

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Re: Wardrobing The Zealot

Postby spacepirate » Sun Dec 11, 2011 11:50 am

Being working on merging some animations here recently, and when I copy it over to the vindicator, it's looking pretty fancy in game.

Added:
polearm animations
extra punch animation
single hand buff animations (left and right hands)
alch idle anims
destroyer idle anims
destroyer charge
grapple animation
alchemist overload
destroyer powerup start/end/loop
destroyer magic shield

From Storm Rider:
dash attack
double slash
jump strike
reverse jump
roll back
X-slash dash

...and the destroyer potion animation, because, why not?
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Re: Wardrobing The Zealot

Postby Omnicide » Sun Dec 11, 2011 2:32 pm

spacepirate wrote:Being working on merging some animations here recently, and when I copy it over to the vindicator, it's looking pretty fancy in game.

Added:
polearm animations
extra punch animation
single hand buff animations (left and right hands)
alch idle anims
destroyer idle anims
destroyer charge
grapple animation
alchemist overload
destroyer powerup start/end/loop
destroyer magic shield

From Storm Rider:
dash attack
double slash
jump strike
reverse jump
roll back
X-slash dash

...and the destroyer potion animation, because, why not?


This is awesome, spacepirate! So when you get done with all this, I hope you can add it into an updated download version for the Vindicator. Hopefully you can also grab Arkham's newly modified Leather Armor set while you're at it (it's in the 'Modifying the Zealot thread). It's pretty cool looking, but doesn't appear to work with the existing Vindicator mod too well (the shoulders are still white/no graphics, and the head-band is see-through).

Either way, I see a lot of Vindicator goodness coming our way... :D
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Re: Wardrobing The Zealot

Postby Phanjam » Sun Dec 11, 2011 4:10 pm

spacepirate wrote:Being working on merging some animations here recently, and when I copy it over to the vindicator, it's looking pretty fancy in game.

Great Spacepirate! more animations for new skills :D
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Re: Wardrobing The Zealot

Postby spacepirate » Sun Dec 11, 2011 4:42 pm

Omnicide wrote:It's pretty cool looking, but doesn't appear to work with the existing Vindicator mod too well (the shoulders are still white/no graphics, and the head-band is see-through).
its white because its zealot_leather_shoulder, not zealot_leather_shoulders. Don't forget to watch out for that silly s at the end. :D

And this one has a forehead texture so the background doesn't bleed through
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Re: Wardrobing The Zealot

Postby Omnicide » Sun Dec 11, 2011 6:22 pm

Got it; thanks spacepirate!

That's some snazzy looking leather, Arkham:
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Re: Wardrobing The Zealot

Postby Phanjam » Sun Dec 11, 2011 9:49 pm

Omnicide wrote:That's some snazzy looking leather, Arkham:

Ver-r-r-ry nice :mrgreen:
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Re: Wardrobing The Zealot

Postby bran » Mon Dec 12, 2011 12:22 pm

Omnicide wrote:Image


hey, that's looks cool!
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Re: Wardrobing The Zealot

Postby Arkham » Mon Dec 12, 2011 12:38 pm

Thanks guys. Glad the helm/shoulder problem was able to be worked out. (I probably should've realized that body.png isn't shown under the helmet material...)
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Re: Wardrobing The Zealot

Postby Arkham » Sun Dec 18, 2011 3:09 am

I did a new version of the Gunslinger armor under Omnicide's direction.

Spoiler: show
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Download Here
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Re: Wardrobing The Zealot

Postby Phanjam » Sun Dec 18, 2011 7:13 am

That is really nice Ark! Great work as always :)
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Re: Wardrobing The Zealot

Postby Omnicide » Sun Dec 18, 2011 6:57 pm

I'm not sure if anyone has actually tested the revised gunslinger set from Arkham, but it's looking kinda 'wonky' on my game when I test it out. I already pm'd Arkham on this, but I was just curious if anyone else's armor didn't match what was displayed in the picture. :?
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Re: Wardrobing The Zealot

Postby Arkham » Sun Dec 18, 2011 8:01 pm

One of the issues Omnicide is experiencing appears to be caused by the boot textures being 255x256. Here is a properly square version:

Spoiler: show
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Re: Wardrobing The Zealot

Postby Omnicide » Sun Dec 18, 2011 10:15 pm

Arkham wrote:One of the issues Omnicide is experiencing appears to be caused by the boot textures being 255x256. Here is a properly square version:

Spoiler: show
Image


Ok, fixing the size of the boot textures did the trick; in fact it fixed all of the other issues with the armor as well.

Thanks, Arkham; and nice work on the updated color scheme for the gunslinger armor set, btw.

Has anyone come up with a fix for the blocky face mask yet? Last I heard SixShotOverdrive was still working on it...

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Re: Wardrobing The Zealot

Postby Omnicide » Mon Dec 19, 2011 11:54 am

Nevermind; I just scrolled through some earlier posts and found the fix on the gloves and gunslinger face mask that SixShot and spacepirate did (thank you guys, btw), downloaded it all, and swapped out the old gunslinger.pngs with Arkhams new ones.

Here's Arkham's gunslinger armor with the fixed gloves & face mask:

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Re: Wardrobing The Zealot

Postby Ouroboros » Mon Dec 19, 2011 12:51 pm

Lots of awesome looking armour sets for the zealot mesh :o Keep up the good work people, will be nice to see some more of these used for in-game zealot based classes at some point. The most recent gunslinger one looks pretty win in particular.

It was more of a joke than anything, however it would still be kinda cool for the Vindicator to have a unique pet of some sort, but by no means necessary. Perhaps a pet Dark Disciple she could lead around on a leash? :twisted: :lol:
That'd be rather amusing..and as much as I'd love the leash, that'd probably be much harder to implement than just a simply blood disciple styled pet lol. Just a quick disciple pet file with slight balancing/notes to imitate the normal disciples, the hard part would be balancing it so that it's not running away constantly considering the typically fragile stats of disciples, which would require in-game testing (which I don't have time for atm) - you could just add '<BOOL>DAMAGEABLE:false' to fix that, but that's a bit OP tbh, especially if not combined with '<BOOL>TARGETABLE:false'.

Spoiler: show
[UNIT]
<STRING>BASEFILE:media/units/monsters/disciple/disciple.dat (important - without this a huge amount more information would have to go in the file)
<STRING>NAME:Pet Disciple
<TRANSLATE>DISPLAYNAME:Dark Disciple
<BOOL>CANMATCHSPEED:true
<STRING>UNITTYPE:PET
<FLOAT>MAXHP:300.000000 (or maybe even lower to imitate disciples normally low health)
<FLOAT>MINHP:300.000000
<INTEGER>MINDAMAGE:150 (at least 90 - to imitate high damage output)
<INTEGER>MAXDAMAGE:200 (at least 120 - to imitate high damage output)
<INTEGER>ARMOR:50 (or maybe even lower to imitate disciples normally low physical defence - disciples normally only have 25 armour; should be ~100 max)
<FLOAT>SCALE:0.900000 (can be decreased if the model seems too large, can be neglected if the default (0.9 is what is in the disciple basefile) is fine)
<BOOL>INVINCIBLE:true
<FLOAT>DAMAGE_REACT_RADIUS:10.000000
<STRING>TEXTURE_OVERRIDE: (filepath to some custom disciple texture here :P)
<INTEGER>ARMOR_FIRE:110 (100-120 would be ideal for all 4 elemental armours)
<INTEGER>ARMOR_ICE:110
<INTEGER>ARMOR_ELECTRIC:110
<INTEGER>ARMOR_POISON:110
<STRING>ARMOR_GRAPH:Armor_Minion_byLevel
<STRING>DAMAGE_GRAPH:Damage_Minion_byLevel
<STRING>HEALTH_GRAPH:Health_Minion_byLevel
[EQUIPMENT]
<STRING>RIGHTHAND:Zealot Polearm (Don't think this part is actually needed - should be drawn from the basefile anyway)
[/EQUIPMENT]
[SKILL]
<STRING>NAME:Disciple Dash (not sure if this is drawn from basefile or not, doesn't hurt to add regardless, same with the effect below)
<INTEGER>LEVEL:1
<INTEGER>LEVEL_REQUIRED:1
[/SKILL]
[EFFECT]
<STRING>ACTIVATION:PASSIVE
<STRING>TYPE:CRITICAL CHANCE
<BOOL>SAVE:true
<FLOAT>MIN:5.000000
<FLOAT>MAX:5.000000
[/EFFECT]
[/UNIT]
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Re: Wardrobing The Zealot

Postby Omnicide » Mon Dec 19, 2011 8:46 pm

Ouroboros wrote:Lots of awesome looking armour sets for the zealot mesh :o Keep up the good work people, will be nice to see some more of these used for in-game zealot based classes at some point. The most recent gunslinger one looks pretty win in particular.

It was more of a joke than anything, however it would still be kinda cool for the Vindicator to have a unique pet of some sort, but by no means necessary. Perhaps a pet Dark Disciple she could lead around on a leash? :twisted: :lol:
That'd be rather amusing..and as much as I'd love the leash, that'd probably be much harder to implement than just a simply blood disciple styled pet lol. Just a quick disciple pet file with slight balancing/notes to imitate the normal disciples, the hard part would be balancing it so that it's not running away constantly considering the typically fragile stats of disciples, which would require in-game testing (which I don't have time for atm) - you could just add '<BOOL>DAMAGEABLE:false' to fix that, but that's a bit OP tbh, especially if not combined with '<BOOL>TARGETABLE:false'.

Spoiler: show
[UNIT]
<STRING>BASEFILE:media/units/monsters/disciple/disciple.dat (important - without this a huge amount more information would have to go in the file)
<STRING>NAME:Pet Disciple
<TRANSLATE>DISPLAYNAME:Dark Disciple
<BOOL>CANMATCHSPEED:true
<STRING>UNITTYPE:PET
<FLOAT>MAXHP:300.000000 (or maybe even lower to imitate disciples normally low health)
<FLOAT>MINHP:300.000000
<INTEGER>MINDAMAGE:150 (at least 90 - to imitate high damage output)
<INTEGER>MAXDAMAGE:200 (at least 120 - to imitate high damage output)
<INTEGER>ARMOR:50 (or maybe even lower to imitate disciples normally low physical defence - disciples normally only have 25 armour; should be ~100 max)
<FLOAT>SCALE:0.900000 (can be decreased if the model seems too large, can be neglected if the default (0.9 is what is in the disciple basefile) is fine)
<BOOL>INVINCIBLE:true
<FLOAT>DAMAGE_REACT_RADIUS:10.000000
<STRING>TEXTURE_OVERRIDE: (filepath to some custom disciple texture here :P)
<INTEGER>ARMOR_FIRE:110 (100-120 would be ideal for all 4 elemental armours)
<INTEGER>ARMOR_ICE:110
<INTEGER>ARMOR_ELECTRIC:110
<INTEGER>ARMOR_POISON:110
<STRING>ARMOR_GRAPH:Armor_Minion_byLevel
<STRING>DAMAGE_GRAPH:Damage_Minion_byLevel
<STRING>HEALTH_GRAPH:Health_Minion_byLevel
[EQUIPMENT]
<STRING>RIGHTHAND:Zealot Polearm (Don't think this part is actually needed - should be drawn from the basefile anyway)
[/EQUIPMENT]
[SKILL]
<STRING>NAME:Disciple Dash (not sure if this is drawn from basefile or not, doesn't hurt to add regardless, same with the effect below)
<INTEGER>LEVEL:1
<INTEGER>LEVEL_REQUIRED:1
[/SKILL]
[EFFECT]
<STRING>ACTIVATION:PASSIVE
<STRING>TYPE:CRITICAL CHANCE
<BOOL>SAVE:true
<FLOAT>MIN:5.000000
<FLOAT>MAX:5.000000
[/EFFECT]
[/UNIT]


You know, now that you mention it, I think the Dark Disciple is already included in the Pet Mod, if memory serves me correct.
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Re: Wardrobing The Zealot

Postby Omnicide » Wed Dec 21, 2011 11:16 am

spacepirate wrote:Being working on merging some animations here recently, and when I copy it over to the vindicator, it's looking pretty fancy in game.

Added:
polearm animations
extra punch animation
single hand buff animations (left and right hands)
alch idle anims
destroyer idle anims
destroyer charge
grapple animation
alchemist overload
destroyer powerup start/end/loop
destroyer magic shield

From Storm Rider:
dash attack
double slash
jump strike
reverse jump
roll back
X-slash dash

...and the destroyer potion animation, because, why not?


Hi spacepirate, what's the appropriate way to get these new animations working for the Vindicator model? I've downloaded the zip, and could probably figure out what to do with it after several hours of trial and error, but it's probably easier to just ask (that way I don't hose anything up). :?

Thanks!
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Re: Wardrobing The Zealot

Postby spacepirate » Wed Dec 21, 2011 4:46 pm

Omnicide wrote:Hi spacepirate, what's the appropriate way to get these new animations working for the Vindicator model? I've downloaded the zip, and could probably figure out what to do with it after several hours of trial and error, but it's probably easier to just ask (that way I don't hose anything up). :?
Just throw the contents of "zealot" into "[CLASS]Vindicator\media\models\vindicator" and start TL, you should notice the new fidget animations kicking in right away. As well as the new weapon attack animations (provided you're using those weapons)

The ability ones are trickier, since they would need to be tied to an ability to be used. Example: giving a "Special Brew" ability that replaces Healing Mantra, but uses that potion drinking animation

Edit: the new gunslinger is looking NICE!
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Re: Wardrobing The Zealot

Postby Omnicide » Wed Dec 21, 2011 6:38 pm

[/quote]Just throw the contents of "zealot" into "[CLASS]Vindicator\media\models\vindicator" and start TL, you should notice the new fidget animations kicking in right away. As well as the new weapon attack animations (provided you're using those weapons)

The ability ones are trickier, since they would need to be tied to an ability to be used. Example: giving a "Special Brew" ability that replaces Healing Mantra, but uses that potion drinking animation

Edit: the new gunslinger is looking NICE![/quote]

Thanks for that info., spacepirate.

No offense on the gunslinger armor, as I thought your design of the outfit was stellar, but all the dark brown coloring was kind of lack-luster, especially for such a dynamic race of creatures. I asked Arkham if he wouldn't mind doing to the gunslinger set what he did to the assassin set. We horsed around with the colors a bit, but came up with a satisfactory result, judging by folks' reactions. ;) It's really kind of a shame though, that all the little Torchlight beasties won't have the time (or brains) to appreciate such deadly beauty, as she blows their heads clean off... :lol:

Edit: Hey, now that I think about it, I'm wondering if Bran would be able to use some of your weapon animations (especially the polearms) for the new Barbarian Zealot he's been working on, if he hasn't already.
Last edited by Omnicide on Wed Dec 21, 2011 6:45 pm, edited 1 time in total.
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Re: Wardrobing The Zealot

Postby spacepirate » Wed Dec 21, 2011 6:44 pm

Omnicide wrote:No offense on the gunslinger armor, as I thought your design of the outfit was stellar, but all the dark brown coloring was kind of lack-luster, especially for such a dynamic race of creatures. I asked Arkham if he wouldn't mind doing to the gunslinger set what he did to the assassin set. We horsed around with the colors a bit, but came up with a satisfactory result, judging by folks' reactions. ;)
To be honest, the only part I truly was happy with from what I made was the chest, and guess what was unchanged. :lol:
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