
Irbis wrote:Use the Force Luke!
i am literaly weting my pants over this mod and its future updates!



SpuneDagr wrote:I'd like some feedback on this part. I had to come up with names for 30 varieties of lightsaber. Here they are, in level order, so the names at the end of the list should "sound" more powerful than those at the beginning. Thoughts/opinions? Are any of them too silly? Do you have a favorite?
Normal
Power Converter
Carbon Scorer
Soldering Iron
Vacuum Tube
Circuit Breaker
Contact Corroder
Charge Coil
Electro Cylinder
Ozone Sizzler
Ionic Knife
Flash Foil
Laser Sword
Magic
Neon Splitter
Ionizer
Radon Spark
Rayblade
Zero Pointer
Energy Spike
Atom Splitter
Quark Stream
Gamma Razor
Plasma Lance
Kinetic Katana
Dimensional Shard
Coldfire Diffuser
Antimatter Torch
Arc Cleaver
Star Helix
Cosmic String
Singularity Drive


SpuneDagr wrote:Thanks for the feedback. I did have a little help with the names, but for most of them, I just had a list of prefix 'energy' words, and suffix 'weapon' words and put them together like Mad Libs.
I especially like your Fusioncutter, Flux Aperture, Cauterizer. I may change a couple of mine or just add some more.For the unique weapons, I'm aiming for more of a 'poetic' vibe than just all-out powerful. Here are a few from my brainstorming list.
A Thousand Generations
The Horrible Relic of Korriban
An Elegant Weapon
Knight of the Old Republic
Balance to the Force
Palpatine's Last Resort
A Master of Evil
The Skywalker Legacy
I wasn't planning on a two bladed lightsaber, mostly because there are no attack animations that would look good with it. If somebody wanted to do some work on bringing double-edged weapons to life, though, I would definitely incorporate it.
lothario wrote:But seriously, the screens look good. One suggestion: if you wanted to avoid having a hundred lightsabers inexplicably laying around in the Ember mines, why not just use the ember crystals to level-up just a tiny handful of lightsabers? The game mechanics are already in place to custom out weapons... you can use this concept to create different flavors of lightsabers, e.g., a red ember makes a red lightsaber and does fire damage, a blue crystal makes a blue lightsaber and does extreme cold damage, a green crystal makes a green lightsaber, etc., you get the picture. It would involve altering the default particle effects from the embedded ember weapons to instead stick to a blade shape at the end of the lightsaber handle, but it's probably doable. Maybe that's too much like KOTOR with all the lightsaber crystals modding the char's lightsaber?
hakkenshi wrote:Blade of the Exile
Mandalore's Fall
Revan's Redemption (or maybe a set of swords named after Revan and Malak..?)
Sword of the Fallen Knights
Broken Blade of Malachor
Blade of Ajunta Pall
Starforged Blade
The Dark Edge of Space



hakkenshi wrote:If you ever manage to figure out which part of the Alch's boot texture goes where (apart from the shin, which is pretty obvious), I would be forever grateful if you could somehow point out how it all wraps around the mesh.
lothario wrote:hakkenshi wrote:If you ever manage to figure out which part of the Alch's boot texture goes where (apart from the shin, which is pretty obvious), I would be forever grateful if you could somehow point out how it all wraps around the mesh.
Sorry to interrupt a little off-topic, but I have an idea that might help you right away, hakkenshi:
1. Open up the texture in question with your editing program (I like to use Gimp).
2. Add a layer that is a white grid, and put some labels on a few of the sections. I like to use numbers 2, 3, 4, etc., because you can see where everything is oriented. If the number 3 is sideways or upside-down, you can tell by looking at the model with the texture wrapped around it.
3. If you still can't deduce which goes where, add a few more numbers to the grid, and take another look at the model. You'll figure it out eventually.
This is the trick I used to retexture some armor models in Gothic 3.
-Loth



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