TorchED Assets and documentation!

Forum for discussing the Torchlight mod toolset.

Re: TorchED Assets and documentation!

Postby creiij » Fri Nov 06, 2009 11:59 pm

you damn tease GIVE ME THE EDITOR!!!! =)

I wish this weekend would end soon, and it's your fault =)
The editor have been Flagshipped!
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Re: TorchED Assets and documentation!

Postby syltman » Sat Nov 07, 2009 12:12 am

how come you can't release it today? :(
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Re: TorchED Assets and documentation!

Postby Sobersean » Sat Nov 07, 2009 12:34 am

RevengeInk wrote:
Sobersean wrote:The "Weapons_into_Game.pdf" tutorial ends prematurely. It stops at page 8/8 with "Time to move on to linking up and assigning Icon to model." And then no further info!


that section is coming soon, we won't leave ya hangin' 8-)


Sweet. Definitely easy to follow tutorial so far. Good info where even a 3dsmax new user like myself is able to get the questions answered that I needed to get started. I had a mental checklist of questions that I was wondering and a good many were answered in the tut so far. Mainly about the orientation and where to set the pivot and the examples answered those very clearly. Oh and about setting up the opacity map as a material for little details like feathers and stuff. I actually "understand" that now after reading. I know about alpha channels and transparency in general but didn't know how to assign that sort of thing using 3dsmax via opacity in the material editor until today. That's damn handy to know. Looking forward to the next part for sure.
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Re: TorchED Assets and documentation!

Postby RevengeInk » Sat Nov 07, 2009 12:47 am

Sobersean wrote:Sweet. Definitely easy to follow tutorial so far. Good info where even a 3dsmax new user like myself is able to get the questions answered that I needed to get started. I had a mental checklist of questions that I was wondering and a good many were answered in the tut so far. Mainly about the orientation and where to set the pivot and the examples answered those very clearly. Oh and about setting up the opacity map as a material for little details like feathers and stuff. I actually "understand" that now after reading. I know about alpha channels and transparency in general but didn't know how to assign that sort of thing using 3dsmax via opacity in the material editor until today. That's damn handy to know. Looking forward to the next part for sure.


Great :) any questions left unanswered?

a few weapons have orientations that are off 90 degrees, check the 3dmax weapons file for examples.
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Re: TorchED Assets and documentation!

Postby Sobersean » Sat Nov 07, 2009 1:08 am

Oh I'm sure there will be many questions later. I'll be sure to ask if I run into something that stumps me for sure.
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Re: TorchED Assets and documentation!

Postby Dusho » Sat Nov 07, 2009 1:11 am

Tiptoe wrote:Fantastic fantastic fantastic! And perfect timing. I'm just starting to play around with rigs for my dwarf model :mrgreen:

By the way, I'm a Max user, I've never used Maya or Blender, so I'm not sure what formats they support, but I can try converting some of the files if people need them.

What would be the best universal format to get the mesh, rig and animation for another program?

as servvs mentioned, maybe .obj would do the trick if it contains meshes, bones, weights and so on. Though, blender has some nice importers also for collada (.dae) or 3DS.
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Re: TorchED Assets and documentation!

Postby Naihonn » Sat Nov 07, 2009 1:50 am

Dusho wrote:
Tiptoe wrote:Fantastic fantastic fantastic! And perfect timing. I'm just starting to play around with rigs for my dwarf model :mrgreen:

By the way, I'm a Max user, I've never used Maya or Blender, so I'm not sure what formats they support, but I can try converting some of the files if people need them.

What would be the best universal format to get the mesh, rig and animation for another program?

as servvs mentioned, maybe .obj would do the trick if it contains meshes, bones, weights and so on. Though, blender has some nice importers also for collada (.dae) or 3DS.

Well, I read on internet few (many) articles and forum posts and usually there was .obj mentioned and .3ds to avoid. But those cracking people of course can obtain 3dsMax for a really good "price". :lol: But I will try Blender for few things I will maybe try. :)
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Re: TorchED Assets and documentation!

Postby Luitjens » Sat Nov 07, 2009 2:34 am

Patrick thanks for the tutorial! I am assuming the MERGE folder merges the portal from the AwesomeDungeonPortal.layout into the actual town map which answers my question of portal placement within the main town (the question was : "Will I have to edit the original town map with a portal for it to work?) which ofc wouldve caused issues with other modders levels/portal placement/etcetc! Thanks for clarifying my needy question
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Re: TorchED Assets and documentation!

Postby Lunalotic » Sat Nov 07, 2009 2:56 am

promisses , promisses , promisses ..........................................
I Love Skeletons ! .............................................. I Love Skeletons !
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I Love Skeletons ! .............................................. I Love Skeletons !
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Re: TorchED Assets and documentation!

Postby Dojo » Sat Nov 07, 2009 3:30 am

This games devs are definatly the best I ever saw. Thx for being awesome.
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Re: TorchED Assets and documentation!

Postby Zengrath » Sat Nov 07, 2009 6:23 am

Will i be able to use Blender to create models for this game? Is there any chance converters can be made with that? That's only 3d modeler I've ever had success with, and unfortunetly i cannot afford Max, and never bothered paying for most of other ones out there. ... Although i keep hearing about Ogre lately, i never heard of that before, i wonder if that's free? I guess i'll have to check it out and see....

Anyone have any tips on a latest program i can use to get my feet wet without spending serious $$$? Something that could have a lot of support for not just this game but others too that people are currently modding (IE. Dragon Age)

EDIT: I just read up on Ogre.. however a bit timidated by that considering FAQ says absolutely requires programming skills to use.... I have a feeling that will be far out of my reach.. I just want to start somewhere, i don't want to have to learn programming just to try modeling stuff :)
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Re: TorchED Assets and documentation!

Postby MrCuddlyTiger » Sat Nov 07, 2009 6:48 am

Zengrath wrote:Will i be able to use Blender to create models for this game? Is there any chance converters can be made with that? That's only 3d modeler I've ever had success with, and unfortunetly i cannot afford Max, and never bothered paying for most of other ones out there. ... Although i keep hearing about Ogre lately, i never heard of that before, i wonder if that's free? I guess i'll have to check it out and see....

Anyone have any tips on a latest program i can use to get my feet wet without spending serious $$$? Something that could have a lot of support for not just this game but others too that people are currently modding (IE. Dragon Age)

EDIT: I just read up on Ogre.. however a bit timidated by that considering FAQ says absolutely requires programming skills to use.... I have a feeling that will be far out of my reach.. I just want to start somewhere, i don't want to have to learn programming just to try modeling stuff :)



You can use blender to create assets for this game, but ogre is the rendering engine the game uses and is not used to create the actual models. The issue you will have with creating new characters for the game in blender is that you will also need to rig and animate them in blender and then try to make that all work with the existing gear and such for the game. To me I think you would be better off perhaps making prop models, tilesets, or weapons instead of characters. The exporter they include is for max... but if you search around on the Ogre webpage (or the mod section of the forums) there is an ogre mesh exporter for blender and you can use that to get your models from blender into a format that Torchlight can read.
Thanks!
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Re: TorchED Assets and documentation!

Postby jamesL » Sat Nov 07, 2009 8:01 am

Zengrath wrote:Will i be able to use Blender to create models for this game?...


viewtopic.php?f=6&t=1841

viewtopic.php?f=6&t=4638
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Re: TorchED Assets and documentation!

Postby AttackGorilla » Sat Nov 07, 2009 8:14 am

2 thumbs and 2 big toes up. :D
Now if only I had 3DS Max....
I think I got blender working with the mesh files, just need to to it in game....
Last edited by AttackGorilla on Sat Nov 07, 2009 9:00 am, edited 1 time in total.
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Re: TorchED Assets and documentation!

Postby Zengrath » Sat Nov 07, 2009 8:57 am

Awesome! thanks for the info. i don't know why i didn't see those threads before!
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Re: TorchED Assets and documentation!

Postby Monkeynutz » Sat Nov 07, 2009 9:28 am

Question: Is there a way to use the plugins on a 64-bit system and 64-bit max 2009?

So i installed the plugin on my 32-bit Laptop and they worked. But when i export to .Mesh he automaticly saves them as .Mesh.XML

Do i need to convert them again with an Ogre tool?

I manualy renamed it from filename.Mesh.XML to filename.Mesh. But when i want to spawn them in the game using the console the game crashes. Any Idea's why?
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Re: TorchED Assets and documentation!

Postby TheChosenOne » Sat Nov 07, 2009 9:30 am

Anywhere else to download it from?
Download started at 27 kbs and is down to 21 now. An hour isn't that much but still.... maybe for others in the future.
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Re: TorchED Assets and documentation!

Postby SvK » Sat Nov 07, 2009 9:37 am

Is there going to be a list somewhere that maps which items and armor to which graphs? It didn't look like you could edit which graph an item goes to in order to look up values so I am guessing that information is hard coded?

unless I missed something in the asset pack.
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Re: TorchED Assets and documentation!

Postby PatrickB » Sat Nov 07, 2009 10:11 am

Luitjens wrote:Patrick thanks for the tutorial! I am assuming the MERGE folder merges the portal from the AwesomeDungeonPortal.layout into the actual town map which answers my question of portal placement within the main town (the question was : "Will I have to edit the original town map with a portal for it to work?) which ofc wouldve caused issues with other modders levels/portal placement/etcetc! Thanks for clarifying my needy question


No you will not have to touch the town.layout. Thats why the "Merge" folder was created. Otherwise people would be making their own town versions just to use a portal. But now you can add anything you want into the town without actually editing that file.
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Re: TorchED Assets and documentation!

Postby PatrickB » Sat Nov 07, 2009 10:14 am

Monkeynutz wrote:Question: Is there a way to use the plugins on a 64-bit system and 64-bit max 2009?

So i installed the plugin on my 32-bit Laptop and they worked. But when i export to .Mesh he automaticly saves them as .Mesh.XML

Do i need to convert them again with an Ogre tool?

I manualy renamed it from filename.Mesh.XML to filename.Mesh. But when i want to spawn them in the game using the console the game crashes. Any Idea's why?


The .Mesh.XML is correct. It should of mentioned in the plugins tutorial that you need to make sure the OgreCommandLineTools install to C:\ogrecommandlinetools If they aren't there, then move them there. Also when you export the files, it should be in a folder somewhere in C:\ You can't export them to a folder that has a space in it. So you might just have to copy and paste them to your mods dir. When you export them, it should also create a .log file. If it doesn't, then you know it's not set up correctly.
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