Webbstre's Modding Challenges

Forum for discussing the Torchlight mod toolset.

Re: Webbstre's Modding Challenges

Postby Morbus » Thu Mar 22, 2012 12:41 pm

Phanjam, I hope you can get your computer fixed soon. Image



Voting summary:

- Silent cutscenes
- Destroyer voice
- Some big hammers and sticks


All voters voted for this. (Arkham was the voter, he had the vote. Democracy!)
Terry Pratchett wrote:"I will, of course, be dead at some future point, as will everybody else. For me, this maybe further off than you think - it's too soon to tell."
User avatar
Morbus
 
Posts: 175
Joined: Sat Nov 26, 2011 11:47 am

Re: Webbstre's Modding Challenges

Postby Arkham » Thu Mar 22, 2012 9:22 pm

What is a despot but one man with the only vote? 8-)
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: 2850
Joined: Tue Jan 19, 2010 12:20 am
Location: Seattle, WA

Re: Webbstre's Modding Challenges

Postby Morbus » Thu Mar 22, 2012 9:37 pm

A professional democrat? :lol:
Terry Pratchett wrote:"I will, of course, be dead at some future point, as will everybody else. For me, this maybe further off than you think - it's too soon to tell."
User avatar
Morbus
 
Posts: 175
Joined: Sat Nov 26, 2011 11:47 am

Re: Webbstre's Modding Challenges

Postby Webbstre » Fri Mar 23, 2012 3:32 am

I believe it is called a Patrician.
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 Challenges

Postby Morbus » Sun Mar 25, 2012 12:51 am

Webbstre, for knowing the reference your price will be a redesign of your house and of your garden by B. S. Johnson. Image


Also, I am sorry I have to announce that I will abandon this project. I cannot create the layouts for skills or the ending cutscene and I have become very frustrated over this. I want to enjoy Torchlight and editing, but this does not work. If I continue with this project, I will lose the fun with the game, so I will stop looking at this project right now. I am sorry, I am frustrated.
Terry Pratchett wrote:"I will, of course, be dead at some future point, as will everybody else. For me, this maybe further off than you think - it's too soon to tell."
User avatar
Morbus
 
Posts: 175
Joined: Sat Nov 26, 2011 11:47 am

Re: Webbstre's Modding Challenges

Postby Webbstre » Sun Mar 25, 2012 5:04 am

If you want, I could tell you what the next project is if you wanted to attempt it early.
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 Challenges

Postby Morbus » Wed Mar 28, 2012 2:12 am

Thank you Webbstre, you are very kind. But I will politely decline your offer and wait for the turn and go back to being a player and continue my own rebalancing mod. And perhaps I should create more derpsticks to hit myself with. Image
Terry Pratchett wrote:"I will, of course, be dead at some future point, as will everybody else. For me, this maybe further off than you think - it's too soon to tell."
User avatar
Morbus
 
Posts: 175
Joined: Sat Nov 26, 2011 11:47 am

Re: Webbstre's Modding Challenges

Postby SixshotOverdrive » Sat Mar 31, 2012 7:29 am

Sorry I've been a bit absent lately, when I haven't been busy I've had very little motivation for modding (or anything really :P)
I do have a bunch of wardrobe stuff I need to start exporting and sending over to phanjam though, so I'll get on that over the weekend.

I can probably take over the heavy lifting on skill/layout creation now that Morbus is out (unless anybody else wants to do it).
There's still the whole no-motivation thing though. So if you guys want to come up with a skill list and just have me fill the code monkey role, that might get things finished a bit faster.

And speaking of skills, I was playing around with the explosion skills Rusty made. The combination of stun mines and exploding minions seems a little overpowered and the icons weren't showing up, but I think that might have been more of a TorchED issue. But overall, they were quite nicely done :)
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Webbstre's Modding Challenges

Postby Phanjam » Sun Apr 01, 2012 5:23 am

SixshotOverdrive wrote:I do have a bunch of wardrobe stuff I need to start exporting and sending over to Phanjam though, so I'll get on that over the weekend.

Yup I'll be around for that :) can I ask for a collaborator on the textures for the new armors that'll come out of this exercise? I'm afraid it could take forever if I do the texturing too :(

SixshotOverdrive wrote:...I was playing around with the explosion skills Rusty made. The combination of stun mines and exploding minions seems a little overpowered and the icons weren't showing up, but I think that might have been more of a TorchED issue. But overall, they were quite nicely done :)

I'll have a look at the icons issue :) ...
User avatar
Phanjam
 
Posts: 1877
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Webbstre's Modding Challenges

Postby Rusty » Sun Apr 01, 2012 8:02 am

SixshotOverdrive wrote:Sorry I've been a bit absent lately, when I haven't been busy I've had very little motivation for modding


I also have been having the same problem(s). I have been thinking about the project though. I can take one of the other skill trees if you would like. I don't know layouts/fear them, but I am willing to do another skill tree. You choose one, and give me the other.

SixshotOverdrive wrote:And speaking of skills, I was playing around with the explosion skills Rusty made. The combination of stun mines and exploding minions seems a little overpowered and the icons weren't showing up, but I think that might have been more of a TorchED issue. But overall, they were quite nicely done :)


I thought that minions might be OP, but I put them later in the skills list and made them a max skill level of 5 to counteract that a bit. I actually didn't know that the mines were OP though. Fix what you can/want, this is a collaborative effort.

Maybe it will be good to get back to this.
User avatar
Rusty
 
Posts: 1250
Joined: Mon Nov 07, 2011 9:19 am
Location: Portland, OR

Re: Webbstre's Modding Challenges

Postby Vasshpit » Mon Apr 02, 2012 3:01 pm

Phanjam wrote:Yup I'll be around for that :) can I ask for a collaborator on the textures for the new armors that'll come out of this exercise? I'm afraid it could take forever if I do the texturing too :(


I would love the chance to become more active and learn in the modding community so If u need some help with textures, I always make some time for art each day.
Here is a bit of what im capable of.
Spoiler: show
Image


If not that's cool too. I really like what you all have going so far.
Learn as if you were going to live forever; Live as if you were to die tomorrow.
User avatar
Vasshpit
 
Posts: 187
Joined: Thu Dec 22, 2011 5:54 pm

Re: Webbstre's Modding Challenges

Postby Phanjam » Tue Apr 03, 2012 4:47 am

Vasshpit wrote:I would love the chance to become more active and learn in the modding community so If u need some help with textures, I always make some time for art each day.
Here is a bit of what im capable of.
Spoiler: show
Image

Thanks Vasshpit! Anyone who wants to contribute is more than welcome to do so :D ! It may be a while still before the meshes are available for texturing (Sixshot has to make the bits and pieces then I have to mash them together in combos that look good enough), but if you want some idea of what lies ahead in texturing armor sets, you can look through this thread.

And you don't have to prove anything to us Vasshpit - we've seen the great work you did for Runic's armor set contest for TL2 :D
User avatar
Phanjam
 
Posts: 1877
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Webbstre's Modding Challenges

Postby SixshotOverdrive » Tue Apr 03, 2012 11:00 am

Rusty wrote:I thought that minions might be OP, but I put them later in the skills list and made them a max skill level of 5 to counteract that a bit. I actually didn't know that the mines were OP though. Fix what you can/want, this is a collaborative effort.

Well, they're both fine by themselves, they're only a bit OP when used together.
Given that you usually see monsters before they're aware, or can pre-empt where they spawn. You can throw down a few mines, activate them so they run through the mine field, then after they're stunned and helpless summon some exploding minions. If anything's still alive, throw out another mine and spawn some more minions. Repeat as necessary.
Granted it does chew through your mana, but if you've got a few potions handy you can turn basically any level into a gauntlet run.
Still not as bad as ember lance though :P

Phanjam wrote:And you don't have to prove anything to us Vasshpit - we've seen the great work you did for Runic's armor set contest for TL2

This. Artistic talent is always appreciated, so I'm sure we can find room for you :)
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Webbstre's Modding Challenges

Postby Phanjam » Tue Apr 03, 2012 7:02 pm

user-test update... i tried mashing together (a) Rusty's build with the new skills tree (b) Morbus' new miner pet and (c) Sixshot's new .skeleton animations, and... i crashed the game :lol: didn't even make it to the loading screen.

Not really a complaint yet as I'm sure I just made a mistake somewhere. Will re-install without other mods present (just a different windows account) and troubleshoot from there.
User avatar
Phanjam
 
Posts: 1877
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Webbstre's Modding Challenges

Postby Phanjam » Thu Apr 05, 2012 10:08 am

okay figured it out. it was the icons for the skills and i now remember saying i'd look into that some time back.

So i've folded Sixshot's new .skeletons into Rusty's original build and included the new icons and I've numbered this as version 0.11 (assumed Rusty's should be v0.1).

Started test-playing and my first report is that it seems the nitroglycerine skill isn't firing off for me - it does the animation though. Will keep playing.

Here's the DL link for v0.11.

EDIT - the nitroglycertine spell is in fact firing, but I'm missing the particles. Am also gettung the funky armor but that's expected (though I thought setting "<BOOL>WARDROBE:0" would prevent that from happening). And so, onward!
User avatar
Phanjam
 
Posts: 1877
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Webbstre's Modding Challenges

Postby Phanjam » Thu Apr 12, 2012 4:19 pm

Hi friends. I recently accepted a new work-role and it involves a lot of traveling. So i wanted to tell you all that I am going to be inactive on these forums, and modding work, for some time. If anyone would like to take on the work of mashing together the sub-meshes Sixshot made for the miner's armor, pls PM me or Sixshot for the source files. Sorry all and see ya when i see ya...
User avatar
Phanjam
 
Posts: 1877
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Webbstre's Modding Challenges

Postby Arkham » Thu Apr 12, 2012 4:58 pm

Sorry to hear you won't be around for a while, and good luck in your new role, Phanjam.
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: 2850
Joined: Tue Jan 19, 2010 12:20 am
Location: Seattle, WA

Re: Webbstre's Modding Challenges

Postby Morbus » Fri Apr 13, 2012 10:32 am

Good luck, Phanjam!

I still need time away from this project, I am sorry. Maybe some more time away will help me to deal with the frustration I had.
Terry Pratchett wrote:"I will, of course, be dead at some future point, as will everybody else. For me, this maybe further off than you think - it's too soon to tell."
User avatar
Morbus
 
Posts: 175
Joined: Sat Nov 26, 2011 11:47 am

Re: Webbstre's Modding Challenges

Postby Rusty » Fri Apr 13, 2012 10:39 am

Good luck Phanjam! Hopefully the new role comes with an increase in moolah. Hasta Luego.
User avatar
Rusty
 
Posts: 1250
Joined: Mon Nov 07, 2011 9:19 am
Location: Portland, OR

Re: Webbstre's Modding Challenges

Postby Phanjam » Fri Apr 13, 2012 10:03 pm

Thanks Ark, Morbus and Rusty :) ! I should be able to spare an odd post every now and then, it's just the modding hours that I won't be able to give much of anymore :( on the moolah - it's not an instant thing, but yeah I would'na accepted the role if it wasn't leading to that :lol: (I actually asked for the new role :P !)
User avatar
Phanjam
 
Posts: 1877
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Previous

Return to Torchlight Mod Discussion

Who is online

Users browsing this forum: Majestic-12 [Bot] and 1 guest