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November 21, 2018, 01:35:20 PM

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Topics - Phanjam

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1
Classless Character - Public Board / indefinite modding break
« on: October 14, 2018, 10:06:18 AM »
Hey uh guys im taking an indefinite break from modding starting now. Need to look after some personal/domestic things which are more important.

In the next few days i'll be making mod files available and stuff like that.

Not gonna disappear (id miss u all too much) I'll still be coming by the discords and the TM site, but maybe less frequently i think.

Peace!

2
Modding Discussions / The "One Project" Idea / Distributed Modding
« on: August 12, 2018, 03:15:06 AM »
Okay im going to start off this thread with a copy-paste from what i started over in the discord...

PhanjamYesterday at 5:25 PM
dont know if anyone noticed but i asked Potterman over in the Runic discord if he wanted to pursue his "1 project to rule them all" idea (http://torchmodders.com/forums/help-wanted/one-common-project-(to-rule-them-all-)/msg7016/#msg7016)
altho he said he couldnt get into that atm, it got me to thinking...

I look at @Viz 's Variant Classes and @Korzeam 's Variant Pets.  Then i look at projects like @Wolven 🐺 's TL2 Refreshed, or F430's Expanded End Game Content mod, all of @doudley 's great UI mods, or even my idea for a mega-merge of items+author-vendors.

And im thinking the Variants "concept" works well and maybe we should use it when we plan our mods.  How does this relate to Potterman's "one proejct" idea?  Well i think "one project" will never work actually :P but many "variants" might work pretty well (and i was going to suggest this to Potteman)

My idea of expanding the Variants concept is we should have fairly fixed mod "groups" so like...

1. Classes (already have that with Variant Classes)
2. Pets (already have that with Variant Pets)
3. UI (we have tons of those thanks to @doudley lol)
4. Items (biggest ones I know of are RnF's LAO series)

How does mod grouping help?

well like theres one mod type which always, always has conflicts and thats UI mods. RnF's LAO has a UI component, most of doudley's mods are UI mods, Wolvens Refreshed mod has some UI components, etc, etc

so maybe when we make our mods we say "im making an item mod. it would be great if the UI could be (whatever) so i can make a new item unittype. so i'm gonna tell the guys working on Variants UI to put this feature into their mod.  see where im going wth this?

meanwhile over at the Variants UI mod, theyre making the fricking-bestest-ever UI mod that ever was. Has all the features everyone always wants so you dont have to mix-match UI mods and trial-and-error what load order is best for them.  Just use Variants UI and youre gold

and then Variant Items you could go just bat-sh*t crazy here - there are so many items out there but they rarely conflict right? its in their nature - as long as you do the GUIDs and NAMEs thing, your DAT files are always going to be unique!
would love to hear what you guys think ;)

GoblinYesterday at 6:46 PM
Can we have a Variant gamefixes mod also, fixing alot of things in the game not covered by the other mods like armour /hp but wont conflict with the others. Maybe a variant maps also.

PhanjamYesterday at 6:48 PM
ah smaller "qol" mods - absolutley
and maps - i see how that would be excellent, but i dont know enough about levels/maps to appreciate the conflicts issues. but yes, if it can be done that would be really great

GoblinYesterday at 6:49 PM
Well the mappers would be in charge of that, making picking mods really easy for everyone else.
Should be virtually no conflicts done this way.

VizYesterday at 8:16 PM
the fixes should be covered by UA
unless there's some bugs that UA didn't cover
maps sounds like a good idea..

PhanjamYesterday at 10:24 PM
I am curious why TL Essentials is so popular. I think we can "make a better TLE".  Not better because of whats inside, but better because we can solve compatibility issues

VizToday at 12:34 AM
the name being essential certainly helps
and being one of the earliest compilation mods around

steffireToday at 3:36 AM
Truth is that now we have a "one project" hive mind (I mean that in a very good way) where as before when people were transitioning from TL1 to 2 it was more of every one figure out how to use this thing called Guts... "oh you figured out something? cool!". Today we mapped years of advice towards bug fixes, impossible edits, probable work zones to push the frontier of what we can do in TL2 modding. It's more clear today what needs to be worked on and who gets agreed to produce such mod. Good times! :)

3
Modding Questions / [SKILL] Applying Affixes to Multiple Targets
« on: June 18, 2018, 01:02:52 AM »
Hi @Lord Nyriox this is an attempt to answer your question on the Discord about applying the "Share the wealth" skill's effects to monsters as well as allies and self...

A quick look at the code suggest to me that you should be able to set-up an additional AFFIX block like the ones already there, except have the <STRING>TARGET: set to ENEMY...

Code: [Select]
	[LEVEL1]
<TRANSLATE>DESCRIPTION:Shared Charge benefits: 20%
<FLOAT>RANDOMRANGE:0
[EVENT_START]
<STRING>FILE:media/skills/wanderer/sharethewealth/sharethewealth.layout
<BOOL>FOLLOWS:true
<BOOL>NOSTEALEFFECTS:false
<BOOL>STATSHIDDEN:true
[AFFIXES]
<STRING>TARGET:FRIEND
<STRING>AFFIX:WANDERER_SHARE_THE_WEALTH
[STATWATCHER]
<STRING>STAT:PLAYER CHARGE PERCENT
<STRING>PRIMARY_TARGET_TYPE:SELF
<STRING>SECONDARY_TARGET_TYPE:VALUE
<STRING>WATCH_TYPE:GREATER THAN
<FLOAT>SECONDARY_VALUE:0
[/STATWATCHER]
[/AFFIXES]
[AFFIXES]
<STRING>TARGET:SELF
<STRING>AFFIX:WANDERER_SHARE_THE_WEALTH
[STATWATCHER]
<STRING>STAT:PLAYER CHARGE PERCENT
<STRING>PRIMARY_TARGET_TYPE:SELF
<STRING>SECONDARY_TARGET_TYPE:VALUE
<STRING>WATCH_TYPE:GREATER THAN
<FLOAT>SECONDARY_VALUE:0
[/STATWATCHER]
[/AFFIXES]
[/EVENT_START]
[/LEVEL1]

Haven't tried it myslef yet tho...

4
Mod Showcase / Pet: Hob Sprite
« on: May 22, 2018, 01:39:29 AM »
Hi all! Very happy to share this pet mod which uses the Hob Sprite model ;)



Your sprite pet isn't the most courageous (it will run away after it has landed a hit, then come back and hit again :D ), but it will do it's best to keep you healthy with a healing aura (similar to healbot but not as strong)  which it casts at random intervals.

Download: https://drive.google.com/file/d/18kJTSF9byxeIP2gwHIgJsjCF5rFzQx6A/view?usp=sharing

Credits:

Unit coding: @oak
Mesh conversion and model textures: @Kva3imoda
Pet selection icons: @oak
Additional pet skins: (yours truly)
Skill coding: (yours truly :P )

Hope you enjoy!

5
Skills Masteries Classless Concept / "Skills Masteries" Classless Concept
« on: November 08, 2017, 11:08:11 AM »
Hi all!  As i stated in the discord, i will push ahead with a proof-of-concept (POC) project for the CLASSLESS CHARACTER mod.  I have started using TL1 because I think TL1 has a simpler set-up of the game files which I hope will make it more sure that whatever test results I get (good or bad) are really from my files, and not other game files which i broke :D

My rough work-plan for this POC is...

1. Make a larger skill fold-out
2. Make skills depend on other skills
3. Make a "system of skills" which takes advantage of their interdependency (assuming i get #2 to work in TL1 :P )

This is just for the POC which is a really just a learning project.  Then I'll see where it goes depending on what happens with the above.

6
Tips & Tools / TIDBI.RU Build Calcularor Support For Custom Classes
« on: September 17, 2017, 03:43:35 AM »
Hi @Kva3imoda ! Just wanted to ask if the tidbi.ru build calculator could be expanded to include the TL1CP classes? Maybe its like RapdRespec which needs config files to work with custom classes?  If so i can be the one to make those files ;)

I believe more tools will be welcome by players  ;D Thanks!

7
Mod Showcase / MORE GIBS!
« on: August 19, 2017, 02:37:48 PM »
Hi everybody!

So i made this small mod to increase the gore when you autoattack normal (non-Netherim) monsters, and also when you kill them.  And here are the unpacked MEDIA folder+files...

https://drive.google.com/file/d/0B2aVtkeuHrtcSUxqdEZqbElJc2c/view?usp=sharing

- changes HIT.LAYOUT to have more blood and now gibs too
- changes DEATHBLOOD.LAYOUT to have bigger blood splashes
- changes DEATHBLOODBIG.LAYOUT to have even bigger blood splashes!

I kinda like it! :EVIL: LOL!

EDIT
@doudley and all other modders, i would be honored if you make use of this in any of your mods!

8
3D Modelling & Animation / [PET] Chibi Miku Hatsune Mod
« on: August 06, 2017, 11:38:25 AM »
okay so here's a small mod where a chibi Mikue Hatsune (r) can be your starting pet.

https://drive.google.com/file/d/0B2aVtkeuHrtccjNWMmlTQlpjREU/view?usp=sharing

i found this 3d model online.  It was in .DAE format which can be imported into Blender using the File > Import > Collada option.

It had no rigging that I could see, so i imported the standard Hum_F mesh to see if I could use the standard female TL2 skeleton for Miku.

After cleaning up the mesh (took away several pieces which would not be seen much anyway in the game) I parented it to the TL2 skeleton with Ctrl+P and the "with empty groups" option.  Of course it did not deform with the skeleton right away :P

So i did the assigning of vertex groups to the bones in the TL2 skeleton.  I selected mesh faces in logical groups (head, chest, right upper arm, right forearm, right hand, etc.) then selected the bone to assign it to in the bone list in Blenders armature window.  The mesh started deforming with bone rotations!

So I just kept assigning vertex groups to to bones until the resulting mesh deformation looked okay.  It can still be better, but I was so pleased with myself I decided to make this pet mod! XD

EDIT:

First version had trouble with the custom pet sounds.  Updated the link above to point to a newer version ;)

9
Mod Showcase / [Monsters] Humanoid Monsters Pack
« on: July 21, 2017, 02:50:46 AM »
Hiyya! Just a placeholder for now to say I'd like to finish a mod which packages a bunch of humanoid monsters for TL2. I've got some barbarian models and am working on that orc model, but i'd also like to inlcude the TL1 Zealots and Dark Elves.

Anyways, more info/palns/hopes/dreams to follow lol!

10
3D Modelling & Animation / [Monsters] More Humanoid Monsters
« on: July 06, 2017, 10:29:21 AM »
work-in-progress... ;)


11
3D Modelling & Animation / Custom Mesh Greathammers
« on: July 01, 2017, 11:11:56 AM »
will be spending more time away (from modding) so no sense me hanging on to these longer ;)

here's a modding resource of 4 new greathammer meshes...

https://drive.google.com/file/d/0B2aVtkeuHrtcQjVVRXd1d1JRaFk/view?usp=sharing



this is an unpacked MEDIA folder with the files for implementing the above 4 hammers, so u still need to put it thru GUTS.  did it this way to make it easier for anyone making thier own mod-packs too ;)

these were just cobbled together from meshes already in-game.  i implemented them as units already, but u can always tweak the .DAT files if you want them some other way.

im not stopping modding by any means! just anticipate i will have very little time in the near future ;)

12
Mod Showcase / Barbarian Armor Set
« on: June 25, 2017, 06:39:03 AM »
Hi everyone and @Aherin !

Made some "barbarian" units recently just for fun and then made an armor set out of the meshes  8) ...



They're set up as uniques, no class restriction.  Here's the link to the Barbarian Armors Mod + Files archive.  It contains both the .MOD and the unpacked MEDIA folder.  Anyone can use this for their TL2 mods ;)

13
TL1 Armors Wardrobe Mod / The Torchlight 1 Armors Naming Contest!
« on: April 27, 2017, 11:20:59 AM »
Hello to all Torchlighters!  We're very happy to announce a little contest we cooked up which we hope you guys will like. 



It's a contest where we will name some armor items after the winners. But not just any items; we're going to be naming new armors using mesh models imported from the Torchlight 1 game, so these are truly unique!


About the contest:


1.    It's a 10-day contest from 12:01 AM UTC of May 5, 2017 until 12:00 PM UTC of May 15, 2017 to "reach the farthest point within the time limit".  You can use this world times tool to figure out what those UTC dates/times are for you locally.

2.    Contestants must start new characters and must play together in multiplayer games to make their "run" which must be at Veteran difficulty. There should be only 3 players per team; 1 Alchemist, 1 Destroyer and 1 Vanquisher and a player must not be in more than one team joining this contest.  Obviously the team will have to play using the TL1CP mod, but only that mod and no other mods.

3.    To establish that the team started out all together, teams must submit a full in-game screenshot showing all members around the first quest-giver Destroyer WITH the dialog box of him saying "I think this is as far as I can go...". Mail the screenshot to torchmodders.com+contest@gmail.com.

4.    Full in-game screenshots will likewise be used to establish "farthest point reached" using Bosses beaten as the milestone. Only main-quest Bosses will be considered. So up to Nether Lord only and side-quest Bosses don't count.
5.    For each Boss beaten, take a screenshot with all team members in it gathered around the slain Boss. Mail it right away to torchmodders.com+contest@gmail.com because, in case of teams stopping at the same Boss by the end of the contest, we will use the date/time of our receipt of the email to break any ties like those.

6.    The "winners" are the members of the five (5) teams who make it the farthest given the above rules. So that's 15 players who will have at least two (2) Unique items named after each of them.

Need help finding people to play with?
Come on over to the #looking_for_group channel in this Torchlight Discord Server.

Do keep notes about the names of the team members (the names you usually use on Steam or forums.runicgames or wherever your "home" forum is), the in-game names used for your characters and a little description of each character's build, skills learned, main skill used, weapons and tactics of preference, etc. We will ask for this info from the winning teams, because they will help a lot in giving the item names more "flavor".

Sample pics of the "Starting Sets"

   

And of the "Tier1 Sets"

   

There is also a dedicated google site announcing the contest over here.

Feel free to comment / ask questions right in this thread (to do this you'll have to sign on to Torchmodders if you aren't a member yet ;) ).

14
Modding Questions / Can items drop already socketed?
« on: April 18, 2017, 12:03:57 AM »
Hey @RnF or anyone really :P i got this really interesting question from wingedcat over at forums.runic...

Can an item drop already socketed with something?

15
HUD & UI / Icons, icons, icons!
« on: April 16, 2017, 06:38:15 AM »
Okay so this thread will be about... you're right, ICONS! :D

I made this thread to reply to some questions @Aherin asked me about making icons, so maybe it can help others with similar questions/issues.

Okay so Aherin asked me...

Quote from: Aherin
My first question: How did you manage to get  such nice bold defined outlines around the images? Is that some sort of filter? The icons I made for my summoned skills mod looked cool enough, but yours fit in much better with the cartoony style of torchlight. You still ended up using model screenshots as a base on yours right?

For armor icons I think they really need to look as close to the actual item as possible so, yes, I did use screenshots of the models themselves.  I did my screencaps in Blender but you can use the OGRE mesh viewer for this.

When you get in real close to a mesh, often you'll see texture "bleeding" in parts where color edges meet up, like this...



In the end the icons are really quite small, so you can actually skip correcting this bleeding. If you feel you really MUST fix it (like I did :P ) then go right ahead. Again, the finished icon is small, so no need to make it perfect.


Effects/Plug-ins used: masking, smudging, brightness/contrast

Then cut out just the part/s that you need.  Here it's on a white background just for presentation purposes...



For the outline effect I used a dropshadow plug-in (that's what GIMP has, other programs might actually have a "glow" plug-in).  Just keep adding it to itself until it's as strong as you'd like. Again because the icon is small, you'll want it a little thick/strong.


Additional Effects/Plug-ins vs. previous shot: some more brightness/contrast, unsharp mask

Finally angle it to how you want it to come out on the icon sheet (re-angling on the icon sheet itself may result in detail loss).



and you should be ready to paste it into your icon sheet. Once you have it on the icon sheet you'll probably need to do some final sharpening.


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