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Dusho wrote:Hi guys
as was already said by Arkham and SixshotOverdrive, I believe there will be only 2 skeletons for characters (male and female). I remember Travis saying that this time it should be easier for modders to come up with new classes and stuff (gear, ...).
Also it looks like scale modifier for weapons is gone -> so weapons won't scale differently for different classes and thus no need to place attached particles in generic way close to hand.
TL1 is Ogre 1.6, TL2 is Ogre 1.7.2 - there isn't a change in geometry, so no need for major changes in import/export. Only change you may have seen is that Ogre 1.7.2 has updated OgreXMLConverter that uses Mesh serializer 1.41 that doesn't work for TL1 (Ogre 1.6). So you need to use older OgreXMLConverter for TL1.
Also last week I was flaming Blender forums again (because of name lengths restrictions to 21 characters that messed up materials when importing wardrobes for characters) only to find out that 1 day before version 2.62 was released where restriction is 63 characters now, so looks like no more problems with wardrobe stuff I hope.
Also, to finish my wall of text. I've started working on import-export script for Blender 2.5x (as the UI was overhauled and it actually looks better and bit simpler) and if you feel like helping with testing, go check http://code.google.com/p/torchlight-to-blender/ for new script and installation description. Script is for now limited of non-animated meshes and doesn't store .material file, but with having import and export in my hands I can adjust the scripts to work fluently with TL without any need of hacks to make skeletons compatible with existing animations (old Ogre exporter).
If you find any bugs or have some ideas, feel free to post or PM me or start 'Issue' on that google.code site.
Also welcome back all 'lost' modders...


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