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1
Well, the texture part is something I think I have already seem a couple of times but editing the unique models was something that was missing for me, almost all the weapons and shields are huge in TL1 compared to TL2 and some have really different proportions like the staffs, and some have an awful topology that I tried to fix a bit.

And then Unhearted Arcana is one of the reason for me to share the pack, I imagine you would like some more TL2 fitting models hehe  ;D the other reason being that I have decided to share whatever resourse I make so people don't have to always start from scratch when doing something that was already done, and it saves me the work of actually making a mod to see this stuff in game XD
2
This is great thanks - you should have got hold of me, I'd already done that work for Unearthed Arcana, I just never updated any models I simply copied the models from TL1 :)
3
Hey Guys after remaking Syl for TL2, I took a little detour befor getting to work again on the TL1 Armor sets, and decided to see how many weapons from TL1 were unique to the game and weren't trasnfered to TL2, and man was I surprised... there is actually just a handfull of weapon models that weren't reused for TL2.

So after comparing and working on the TL1 models, I present you this resourse pack with all the unique weapons from TL1, there are around 15 unique models, that I have edited to have the proportions of TL2 weapons, and a lot more textures that can be used as reskins of existing weapons on TL2.

The format of the naming is pretty simple, all textures that can be used by a TL2 model has a naming like: [type of weapon]_[numeration corresponding to the TL2 model name]_TL1, for example if the textures is usable by the model Sword01.mesh, the texture is named Sword_01_TL1.

Then the models have a format that is: [type of weapon]_TL1_[numeration], for example Sword_TL1_01.

This is the first iteration of this pack, for the version 2.0 I hope to get to animate some models like some staves and add texture animations to other so that they have glown effects.

Well, that's all. The pack only contains the models and textures, if you want to use them you have to create the item unit files yourself.
4
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« Last post by steffire3 on Today at 12:22:30 AM »
@doudley @Sch123 I got IcyClaw's permission to use his mods for this project!  ;)
https://steamcommunity.com/sharedfiles/filedetails/?id=138057201&tscn=1537647787

This opens up good potential for the Embermage now.
5
News & Announcements / Re: Torchlight Frontiers announced
« Last post by steffire3 on Today at 12:11:32 AM »
Thanks @Kva3imoda ! I like the ones with a mouthful of sharp teeth, like 10, 11, 12. The others seem too cute for me. Would feel bad killing them :D
As I see, the developers have chosen 3. In this game, goblins look more pathetic and weak than before.


6th Rider should get an award for living life on the edge a little too literally!  :D

If I wasn't aware then I would've thought these Gobs were Kappas from Bowser's Army of Green Hammer Brothers.  ???

Are they trying for an army of Youtube Cats meets Marvels' Hulk?  :P
"The key to my success is not that I'm always angry...
It's that I'm always cute!"  :D
6
Modding Questions / Re: Skills on weapons
« Last post by steffire3 on September 23, 2018, 11:51:43 PM »
@F430 By all means! Wars inside the realm of Vilderan (Torchlight's Continent) are usually fought for control of rechargeable Embers, Crystals and Works like the Clockwork Core and the Automatons.

Ezrohir are always on Life Support desperately seeking ways to acquire fresh power sources from their neighbors now enemies from the Zeryphi and even the Estherian regions including the land of the dark arts in Grunnheim which also connects the zombified Dwarves and almost extinct Dragons to this theme equally.

And of course our very own Embermage and Engineer are Imperials from Red Haven which runs the Ember Transportation service and runs on such resource and it's bartering rights towards mining it in these very lands.

The Berserker and Outlander are the most untraceable of our vanilla Classes however it appears that Zerks roam the northern regions and Outlanders may be wayfarers from much warmer regions just based on their preferred styles of clothing and lore and yes they need power sources to empower themselves in a more uniquely tribal and independent way in contrast towards the other factions.

= = =



Spoiler


Spoiler


Spoiler


It's possible the Nine Kingdoms (Asian Theme, Armor and Culture) may be located in the southern Continent however it's only my theory based on everyone else's observation.

Tarroch is the founder of Outlanders (possible Zeryphi, Nine Kingdoms and Grunnheim influence being travelers).
Mondon is the founder of the Imperials.
Valgang is the founder of the Berserkers.

http://forums.runicgames.com/discussion/49510/berserker-lore
Berserkers are the most ferocious fighters of the Valgang tribes of the icy north. Driven by a hunger for fame and glory, they head south, seeking adventure. Berserkers draw power from their totem animals: Vur, the Wolf; Dralk, the Dragon; and Krax, the Raven.

http://torchlight.wikia.com/wiki/Berserker
The Berserker was originally intended to use skills themed around three animal spirits. The class description on the official website names three totem animals: Vur, the Wolf; Dralk, the Dragon; and Krax, the Raven.[1] During development, the class was altered to center exclusively around wolf-themed skills.

Safe to guess that Grunnheim where Ravens, Dragons and Wolves are found may be near where Zerks originate probably to the north.

= = =

Mind Note: Trill Bot confirms in game that "Veras" is either the name of the continent where Red Haven is located (descended from Mondon's Empire) or is the name of the World itself.

Fun Fact: The next game Frontiers either takes place before or after the events of TL1 and 2. Either way we will see how Red Haven (proven by the Engineer speaking in the trailer) got so much influence and mercenaries to get more resource and outperform enemy cultures outside their forts.
7
News & Announcements / Re: Torchlight Frontiers announced
« Last post by Kva3imoda on September 23, 2018, 05:34:42 AM »
Thanks @Kva3imoda ! I like the ones with a mouthful of sharp teeth, like 10, 11, 12. The others seem too cute for me. Would feel bad killing them :D
As I see, the developers have chosen 3. In this game, goblins look more pathetic and weak than before.
8
News & Announcements / Re: Torchlight Frontiers announced
« Last post by Phanjam on September 23, 2018, 05:20:24 AM »
Thanks @Kva3imoda ! I like the ones with a mouthful of sharp teeth, like 10, 11, 12. The others seem too cute for me. Would feel bad killing them :D
9
News & Announcements / Re: Torchlight Frontiers announced
« Last post by Kva3imoda on September 22, 2018, 08:36:14 PM »
some goblin arts
Spoiler




10
Modding Questions / Re: Skills on weapons
« Last post by F430 on September 22, 2018, 08:47:17 AM »
Paging @steffire3 !
As a little experiment, I made a booster potion that will temporarily improve charge gain and lessen its decay rate. It works fine, spawns as a generic potion drop, there are no issues with it.
Except for one - how do I make it at least a bit lore-friendly?
Initially the idea came from HEV suit batteries from Half Life games, and I wanted to use the suit battery render as the potion icon, but for now I'm using the glowing power source icon, as well as a custom sound, but more on that later.
The item itself is called "Suit Battery" and item card reads that it was reverse engineered from a Dwarven Automaton.
That's all fine and dandy, since they're placeholders for now, but I'm sure there is something more suitable as far as names and descriptions go, which is where your knowledge may come in handy, I believe.
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