TorchED Assets and documentation!

Forum for discussing the Torchlight mod toolset.

Re: TorchED Assets and documentation!

Postby Marsh » Sat Nov 07, 2009 10:16 am

SvK wrote: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.


It is hard coded for default values. But you can always override the graphs per item and effect. The graphs are named pretty well. For example "HARDCORE_MONSTERHEALTH". BTW I don't have the editor here( at home ) so that isn't the actual name but it's something like that. Same goes for weapons and armor.
User avatar
Marsh
Runic Staff
 
Posts: 677
Joined: Fri Jun 05, 2009 3:21 pm

Re: TorchED Assets and documentation!

Postby nunix » Sat Nov 07, 2009 10:57 am

What's cat_revised for? The game is definitely working off the "original" cat.. is the _revised for another instance of the cat model or something? It's set up differently than the original so I assume if I just tried to use this as a cat texture it'd display wrong?
nunix
 
Posts: 51
Joined: Sat Oct 31, 2009 6:44 pm

Re: TorchED Assets and documentation!

Postby RevengeInk » Sat Nov 07, 2009 1:46 pm

nunix wrote:What's cat_revised for? The game is definitely working off the "original" cat.. is the _revised for another instance of the cat model or something? It's set up differently than the original so I assume if I just tried to use this as a cat texture it'd display wrong?


Unfortunately you are correct.Looks like the cat that was included in the pack in not the one used in game. The uvws are completely different. The animation rig is probably the same, but not sure about the model. If you are working on a texture use this one as your set up

Image

If i had the max file I would post that too but I don't have that on me at the moment. anyone else?
KevinG
RevengeInk
 
Posts: 46
Joined: Fri Jun 19, 2009 12:18 pm

Re: TorchED Assets and documentation!

Postby Vis » Sat Nov 07, 2009 1:55 pm

Will it be possible to add more guipet settings after 1-3 to allow for more pets to be chosen at the main screen?
Vis
 
Posts: 149
Joined: Sat Oct 24, 2009 9:11 am

Re: TorchED Assets and documentation!

Postby liquid » Sat Nov 07, 2009 2:22 pm

Thanks. Now I have something to do for the next 6 hours at work :D
liquid
 
Posts: 115
Joined: Wed Oct 21, 2009 7:06 am
Location: Bulgaria

Re: TorchED Assets and documentation!

Postby Maccoy » Sat Nov 07, 2009 2:38 pm

MrCuddlyTiger wrote:On a side note Max had a bugger of a time opening the weapons scene. Then it got mad at me when I rotated around a bit... then when I went to exit Max just took a dump and threw up an error report.

Not a huge deal cuz it might just be my system, and I was able to take a look around to see how it was set up before it died.


i had a bugger of a time aswell.
max locked up when i tried to open it but....
when i merged it with a clean start i discovered that there was 9977 enteties inside when merging
9944 copies of something called particle view.....whats up with that? :roll:

i skipped thoose and everything was fine.
Maccoy
 
Posts: 19
Joined: Sun Oct 25, 2009 5:43 pm

Re: TorchED Assets and documentation!

Postby Yeti » Sat Nov 07, 2009 3:17 pm

Heyo,
Awesome stuff by the way. Just a little bit of a snag on my end.

I get this error when firing up Max:

------------------------------------------------------------------------------------------------------------------------
DLL <C:\ProgramFiles\Autodesk\3ds Max 2009\Plugins\ "insert each plugin name here"
failed to initialize
Error code 193 - %1 is not a valid Win32 application.
------------------------------------------------------------------------------------------------------------------------
I'm currently running Windows 7 64bit edition with 64bit Max.

Is this not supported?

Thanks!
-Yeti
Yeti
 
Posts: 9
Joined: Sun Nov 01, 2009 6:27 pm

Re: TorchED Assets and documentation!

Postby krabbeku » Sat Nov 07, 2009 3:30 pm

Yeti wrote:Heyo,
Awesome stuff by the way. Just a little bit of a snag on my end.

I get this error when firing up Max:

------------------------------------------------------------------------------------------------------------------------
DLL <C:\ProgramFiles\Autodesk\3ds Max 2009\Plugins\ "insert each plugin name here"
failed to initialize
Error code 193 - %1 is not a valid Win32 application.
------------------------------------------------------------------------------------------------------------------------
I'm currently running Windows 7 64bit edition with 64bit Max.

Is this not supported?

Thanks!
-Yeti


Hey all! Greatly looking forward to create some nice shit! ;)

And yeah, I am experiencing the same pluginerror as above poster, and Im running on the same system specs.
krabbeku
 
Posts: 3
Joined: Sat Nov 07, 2009 3:27 pm

Re: TorchED Assets and documentation!

Postby xdanx » Sat Nov 07, 2009 3:50 pm

Hmm what version of 3Ds MAX did you used for the .max models?
User avatar
xdanx
 
Posts: 110
Joined: Sat Oct 31, 2009 7:41 pm

Re: TorchED Assets and documentation!

Postby Yeti » Sat Nov 07, 2009 3:57 pm

Never mind figured it out. The plugins were compiled for the 32bit version it seems. Runs like a charm (who says that anymore?) on 32bit Max.

-Yeti
Yeti
 
Posts: 9
Joined: Sun Nov 01, 2009 6:27 pm

Re: TorchED Assets and documentation!

Postby krabbeku » Sat Nov 07, 2009 3:58 pm

Oh sorry forgot to say. It's max 2010.

edit: And it would be sweet to have working plugins for max 64bit 2010
krabbeku
 
Posts: 3
Joined: Sat Nov 07, 2009 3:27 pm

Re: TorchED Assets and documentation!

Postby Carbon14 » Sat Nov 07, 2009 4:15 pm

I am also getting problems, I am running win7 64bit and I have max 9 and tried the trial of max 2010. In max 9 I get "is not a valid win32 app" which is presumably because I have the 64 bit version. In max 2010 32bit I get "error code 127 - The specified module could not be found". It surely should work in max 2010? or do I have to somehow get 2009 for this to work?
User avatar
Carbon14
 
Posts: 24
Joined: Sun Nov 01, 2009 6:40 pm

Re: TorchED Assets and documentation!

Postby Yeti » Sat Nov 07, 2009 5:46 pm

I'm 99% positive that the plugin won't work for 2010. They would have to be recompiled since they were originally made for 2009.

-Yeti
Yeti
 
Posts: 9
Joined: Sun Nov 01, 2009 6:27 pm

Re: TorchED Assets and documentation!

Postby Luitjens » Sat Nov 07, 2009 6:06 pm

How many "logic "gate" type things" can we setup within 1 logic script(setup) without bogging the system down, ive seen the preditor videos just wondering if like numerous are possible .. Like 50 +
User avatar
Luitjens
 
Posts: 104
Joined: Wed Oct 28, 2009 1:50 pm

Re: TorchED Assets and documentation!

Postby Ikaros » Sat Nov 07, 2009 7:14 pm

Great! Holding my breath 'till monday! -*huuurmph*
User avatar
Ikaros
 
Posts: 37
Joined: Sat Oct 31, 2009 8:05 pm

Re: TorchED Assets and documentation!

Postby karmatic » Sat Nov 07, 2009 9:12 pm

Any way we can have the ghosts of our dead hardcore characters be spawned as monsters?
"Before I refuse to take your questions, I have an opening statement. "
User avatar
karmatic
 
Posts: 56
Joined: Wed Oct 28, 2009 3:37 pm

Re: TorchED Assets and documentation!

Postby Tiptoe » Sat Nov 07, 2009 10:12 pm

Yeti wrote:I'm 99% positive that the plugin won't work for 2010. They would have to be recompiled since they were originally made for 2009.

-Yeti


Bugger! That's bad news :(.

I'm using Max 2010 as well (32 bit). I haven't tried exporting anything yet, but importing the assets works just fine. Just a little note, what you import isn't always what you see, if Max is really bogged down and struggling, go to Edit > Select by Name and you might see a big list of other objects that are currently hidden in the scene (you can do a right click 'Unhide All' to see them if you like).

To speed things up, I just delete what I don't want and re-save the file.

Anyway, I really hope somebody can recompile the exporters for Max 2010.
User avatar
Tiptoe
 
Posts: 179
Joined: Sat Jun 06, 2009 5:07 am

Re: TorchED Assets and documentation!

Postby Luitjens » Sat Nov 07, 2009 10:19 pm

Isn't max backwards compatible?
User avatar
Luitjens
 
Posts: 104
Joined: Wed Oct 28, 2009 1:50 pm

Re: TorchED Assets and documentation!

Postby Hapa » Sat Nov 07, 2009 11:22 pm

Luitjens wrote:Isn't max backwards compatible?


In short: Nope
Hapa
 
Posts: 10
Joined: Thu Oct 29, 2009 8:28 am

Re: TorchED Assets and documentation!

Postby SirDerpingtonThe3rd » Sat Nov 07, 2009 11:46 pm

Luitjens wrote:Isn't max backwards compatible?


It depends on the context you're speaking of. If you're talking about max files than no. If it's an exporter, that's a little different. I haven't tried it yet but the one included in the asset pack has a better chance of working on an older version of max than a newer version (so max 2010 and up.)
SirDerpingtonThe3rd
 
Posts: 104
Joined: Thu Oct 15, 2009 7:40 pm
Location: DERP!

PreviousNext

Return to Torchlight Mod Discussion

Who is online

Users browsing this forum: No registered users and 1 guest