Webbstre's Modding Challenges

Forum for discussing the Torchlight mod toolset.

Webbstre's Modding Challenges

Postby Webbstre » Sat Jan 14, 2012 5:23 pm

Ok y'all, since Phanjam is bored and I have lots of ideas, I'm gonna throw one challenge at a time out here and see how it goes. Anyone is free to attempt to mod these monster ideas, just be sure to post results here (and on RGF if they are finished! ;))

Challenge One: Be Wary Where You Walk - COMPLETED
I want to see a monster that does two things:
1-When you hit it, it sprays acid or lava or poison pools on the ground
2-When it dies, it sprays a lot of the substance all over the ground

The substance, whatever you make it, should spray with an effect like blood but be a different color (maybe texture?). It should last a while on the ground, and whenever you are too close you take Damage Over Time, with a lingering effect for a few seconds after you walk away (smaller than being in the pool)

The monster itself can be any kind of monster you like, and have any kind of attacks you like. I just want to see if it was possible to mod in the pools of death. Inspiration for the monster comes from the Diablo 1 Acid Beasts.

Challenge Two: Pick Your Targets Carefully - COMPLETED
This mod will require the creation of several monsters in a family of sorts.

Base Monsters: This is a regular monster, average number of health points, relatively weak physical attack, and a few spells. One support spell, one attack spell, and one transformation spell (detailed below). These only ever spawn alone, never in groups. When this monster dies, 3-4 Tier 2 Monsters spawn. *NOTE* To prevent this from creating an infinite spawn loop, you need two versions of this monster - One regular and one that is an upgraded Tier 2 monster that can no longer spawn minions on death.

Tier 2 Monsters: These monsters, different in appearance to the Base Monster (different model or skin, and smaller), have no attack or buff spells, but have the ability to transform other Tier 2 Monsters into a Base Monster. They have a less health, defense, or attack power than the Base Monsters, and their attacks are slow and ranged. When killed they spawn a small group of Tier 3 monsters.

Tier 3 monsters: Mini, weak, melee only monsters with no other abilities. Easy to crush in 1 hit, but if buffed by a Base Monster or Boss Monster could become a problem if there are too many of them. AoE attacks are recommended against these.

Boss Monster: If a Tier 2 monster transforms 2 or more of its friends into Base Monsters, the Base Monsters have a chance to transform each other into a Boss Monster. A Boss Monster have 2-3 times the health of a Base Monsters, multiple Buff and Attack spells, not to mention debuff spells against you. Killing one unleashes an explosion that damages monsters and the player alike.

Challenge Three: It hurts! It hurts so much! - COMPLETED
Make a town healer. That is all.

Challenge Four: I always thought that guy looked strong.
Take one of the miners' resources and make a class using him. One skill tree should focus around explosives, another around smashing things (possibly with giant hammers), and the third tree on enemy debuffs (DoT skills, slow, stun, blindness, knockback, all the little things you'd expect someone to use to ward off pests). As a bonus, one of those burrowers should be used as his preferred pet, as an alternative to the cat/dog/ferret. Preferably he should visibly be able to wear armor by the final version.

Challenge Five: New Horizons... OR Deja vu!
(Coming "soon")
Last edited by Webbstre on Sun Mar 18, 2012 4:10 am, edited 3 times in total.
Image
Administrator of The Original Runic Games Fansite - News - Forums - Torchlight 1 Mods - Torchlight 2 Mods - Wiki - IRC Chat - HotSpot - and more!
User avatar
Webbstre
 
Posts: 7126
Joined: Fri Jun 05, 2009 3:36 pm
Location: Osaka, Japan

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Omnicide » Sat Jan 14, 2012 6:03 pm

Webbstre wrote:Inspiration for the monster comes from the Diablo 1 Acid Beasts.


It also reminds me of Coldworm the Burrower, the huge super-unique maggot queen boss that shoots out geysers of corrosive acid while in the throes of death.
ImageImage
Though I walk in the valley of the shadow of death, I shall fear no evil because I am the baddest mother****er in the valley.
User avatar
Omnicide
 
Posts: 255
Joined: Sun Oct 23, 2011 4:24 pm
Location: The Ember Abyss

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Phanjam » Sat Jan 14, 2012 11:29 pm

Webbstre wrote:Challenge One: Be Wary Where You Walk
Spoiler: show
I want to see a monster that does two things:
1-When you hit it, it sprays acid or lava or poison pools on the ground
2-When it dies, it sprays a lot of the substance all over the ground

The substance, whatever you make it, should spray with an effect like blood but be a different color (maybe texture?). It should last a while on the ground, and whenever you are too close you take Damage Over Time, with a lingering effect for a few seconds after you walk away (smaller than being in the pool)

The monster itself can be any kind of monster you like, and have any kind of attacks you like. I just want to see if it was possible to mod in the pools of death. Inspiration for the monster comes from the Diablo 1 Acid Beasts.

Okay I have a good idea how you want this to work. Here are some musings to get my bearings (They're also a disguised crazed plea for help to other more competent modders :lol: )

MONSTER CHOICE
I'm thinking either a gel or a zombie model, because I think this type of monster should move in a shambling manner. Then add a little re-texturing and some particle effect to let you know what you're up against.

GENERAL
For the acid-spray I think that could be made as 2 skills specific to this monster: one that's triggered each time it's hit and another for when it dies.

SENSORY CUES
For the former, you'd need nice splatter particles for the hits and nice sizzling sounds to simulate getting acid burns as you whack it. For when it dies you need a big-ass acid spewing particle and a longer sizzling-hissing-bubbling sound. Would be nice to also have an acid-burn particle that attaches to the player.

For the death skill maybe the layout should kinda build-up to the acid explosion, say about 2 seconds - to give you time to run away?

DAMAGE EFFECTS
Since it's acid I'd use a combo of FIRE, POISON and ARMOR DEGRADE damage. As described, they would linger on you. Since there'd be 2 separate skills, I guess you could just make the acid explosion skill more damaging then the acid-splatters skill, to simulate getting drenched as more damaging (yuck).

Okay I will DEFINITELY need help on particles/layouts and the skill-tuning in general, as I am virtually zero in those departments :( I can do the sounds and the re-texturing that'll be needed. I know that's kinda lopsided - sorry about that!
User avatar
Phanjam
 
Posts: 1879
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Webbstre » Sun Jan 15, 2012 1:19 am

I'm sure people here can help you :P I have almost zero modding skills, but a bunch of things I've wanted to do for torchlight monsters since day 1.

... I should make contests like this.
Image
Administrator of The Original Runic Games Fansite - News - Forums - Torchlight 1 Mods - Torchlight 2 Mods - Wiki - IRC Chat - HotSpot - and more!
User avatar
Webbstre
 
Posts: 7126
Joined: Fri Jun 05, 2009 3:36 pm
Location: Osaka, Japan

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Phanjam » Sun Jan 15, 2012 6:41 am

Webbstre wrote:... I should make contests like this.

Now THAT is a good idea :D !
User avatar
Phanjam
 
Posts: 1879
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Acrylik » Sun Jan 15, 2012 6:50 am

sounds like those dogs from diablo 1
User avatar
Acrylik
 
Posts: 1667
Joined: Sun Jul 10, 2011 5:52 am
Location: Vancouver, BC

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby SixshotOverdrive » Sun Jan 15, 2012 7:43 am

Phanjam wrote:Okay I will DEFINITELY need help on particles/layouts and the skill-tuning in general

The skills should be easy enough, but how do you want the particles, just some toxic green blood that splatters and pools beneath them, or something a little more fancy?
And what about the one that attaches to the player?
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Phanjam » Sun Jan 15, 2012 8:57 am

SixshotOverdrive wrote:...but how do you want the particles, just some toxic green blood that splatters and pools beneath them, or something a little more fancy? And what about the one that attaches to the player?

Hiya SixShot! (i am sooo glad you showed up!) Maybe a nice corrosive looking yellow or yellow-green?

For the death acid pool, would a slight yellowish haze rising from the pool be possible?

For the player-attach, maybe a similar yellowish haze or smoke coming off the player for a while :D
User avatar
Phanjam
 
Posts: 1879
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Zidders » Sun Jan 15, 2012 9:07 am

Webbstre wrote: it sprays a lot of the substance all over the ground

The substance, whatever you make it, should spray with an effect like blood but be a different color (maybe texture?). It should last a while on the ground

>.>

You've been living in Japan too long
User avatar
Zidders
 
Posts: 12341
Joined: Fri Oct 30, 2009 9:50 am
Location: Bertram, Texas

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Rusty » Sun Jan 15, 2012 10:12 am

I really would like to help, but I really don't have any skills in this area. I haven't worked in this area at all. I am in awe of Sixshot, Phanjam, Omnicide and Spacepirate's skills. I mostly just manipulate TorchED, I don't really create. I will help if I can though.
User avatar
Rusty
 
Posts: 1269
Joined: Mon Nov 07, 2011 9:19 am
Location: Portland, OR

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Omnicide » Sun Jan 15, 2012 12:15 pm

Rusty wrote:I really would like to help, but I really don't have any skills in this area. I haven't worked in this area at all. I am in awe of Sixshot, Phanjam, Omnicide and Spacepirate's skills. I mostly just manipulate TorchED, I don't really create. I will help if I can though.


I really wish I could be in awe of my own modding skills also, but alas, I have none. :cry: I've only done some minor testing and offered visual critiques from time to time.
ImageImage
Though I walk in the valley of the shadow of death, I shall fear no evil because I am the baddest mother****er in the valley.
User avatar
Omnicide
 
Posts: 255
Joined: Sun Oct 23, 2011 4:24 pm
Location: The Ember Abyss

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby hawkn » Sun Jan 15, 2012 7:33 pm

Textures/some static image that sits on the ground, then fades away seems like it would be easier to add than particle effects (Like the blood from killing an enemy). Or is it the same thing? I didn't mess with particle effects much in TorchEd.
...I most certainly am not the meanest person on these forums, I defer that position to hawkn. ~ AMB2010
Image
Runic Games Fansite My Deviant
User avatar
hawkn
 
Posts: 8103
Joined: Wed Aug 12, 2009 2:58 pm
Location: Redmond, WA

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby SixshotOverdrive » Sun Jan 15, 2012 9:08 pm

Phanjam wrote:For the death acid pool, would a slight yellowish haze rising from the pool be possible?

For the player-attach, maybe a similar yellowish haze or smoke coming off the player for a while :D

So kinda like the poison clouds, but more yellow?

hawkn wrote:Textures/some static image that sits on the ground, then fades away seems like it would be easier to add than particle effects (Like the blood from killing an enemy). Or is it the same thing? I didn't mess with particle effects much in TorchEd.
Yeah, it's the same thing. But what's an arpg without splatter effects :P

Spoiler: show
Image
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Rusty » Sun Jan 15, 2012 9:48 pm

SixshotOverdrive wrote:
Spoiler: show
Image


Dang that was fast. I was just starting to edit that file!
User avatar
Rusty
 
Posts: 1269
Joined: Mon Nov 07, 2011 9:19 am
Location: Portland, OR

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Phanjam » Mon Jan 16, 2012 12:38 am

:shock: :( sh*t, i better get crackin' on some monster re-textures then :?
User avatar
Phanjam
 
Posts: 1879
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby SixshotOverdrive » Mon Jan 16, 2012 2:40 am

Rusty wrote:Dang that was fast. I was just starting to edit that file!

Haha thanks, I always feel like I'm a bit slow.

The skill/particle framework is done, now it's just the endless tweaking :|
Spoiler: show
Image

That pool is probably a bit too deathy
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Phanjam » Mon Jan 16, 2012 3:12 am

SixshotOverdrive wrote:The skill/particle framework is done, now it's just the endless tweaking :|
Spoiler: show
Image

That pool is probably a bit too deathy

I think it's beautiful! But it is a bit BIG :lol: ! Looks to be (in game-scale) about 20 feet across? Maybe a smaller pool will also tone-down the "deathy"-ness :P
User avatar
Phanjam
 
Posts: 1879
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby SixshotOverdrive » Mon Jan 16, 2012 4:50 pm

Phanjam wrote:I think it's beautiful! But it is a bit BIG :lol: ! Looks to be (in game-scale) about 20 feet across? Maybe a smaller pool will also tone-down the "deathy"-ness :P

Yeah my sense of scale was a little off, so I cut them in half after posting that.

Also, does anybody know what options I'm meant to choose while saving a dds file (in photoshop)?
I used all the presets with an alpha channel, they ranged from small to ridiculously large in size, but nothing remotely close to the original files :|

EDIT: SPLAT!

Spoiler: show
Image
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Webbstre » Mon Jan 16, 2012 6:57 pm

You guys are awesome! I can't wait to see the finished product... and give you the next challenge :)
Image
Administrator of The Original Runic Games Fansite - News - Forums - Torchlight 1 Mods - Torchlight 2 Mods - Wiki - IRC Chat - HotSpot - and more!
User avatar
Webbstre
 
Posts: 7126
Joined: Fri Jun 05, 2009 3:36 pm
Location: Osaka, Japan

Re: Webbstre's Modding Challenge for Phanjam (or anybody els

Postby Arkham » Mon Jan 16, 2012 10:02 pm

I'm not sure what Torchlight wants from its DDS files, but when I used them for UT2004, I almost exclusively used DXT1 RGB (if I didn't need an alpha channel) and DXT5 ARGB (if I did).
There may be other options if you are okay with an "on/off only" alpha channel (i.e. black or white, each pixel completely transparent or completely opaque, but I never used those).

Anyway, I'm fairly certain I remember doing the same with the elf mesh's textures -- DXT1 for the skin and armor, DXT5 for the hair. There was some weird compression that altered the colors on the skin texture a bit, but it wasn't too bad.
Image

Mods:
Arkham's Armory (TL2) | Lego Wizard pet (TL1)

Check out the Torchlight fan group #The-Lure-of-Ember on dA!
User avatar
Arkham
 
Posts: 2855
Joined: Tue Jan 19, 2010 12:20 am
Location: Seattle, WA

Next

Return to Torchlight Mod Discussion

Who is online

Users browsing this forum: No registered users and 2 guests