What does your mod look like?

This is the place for people to research themes and ideas for their mods as well as for others to post their suggestions for mod makers to make use of.

Moderator: Nefarius

User avatar
weapon-x
Forum Legend
Arch-Angel
Posts: 1047
Joined: Wed Mar 18, 2009 4:52 am
Location: Mindanao, Philippines
Philippines

Re: What does your mod look like?

Post by weapon-x » Tue Nov 17, 2015 4:29 pm

got an opportunity to mess with objects a little,

Image

here i added text display below the portal's entrance to know their destination, though hovering over the portal object will also do the trick :D
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

~Mark Twain

User avatar
Xibalba
Dark Alliance Beta Test
Champion of the Light
Posts: 283
Joined: Thu Aug 29, 2013 2:38 pm
Location: Skyrim

Re: What does your mod look like?

Post by Xibalba » Tue Nov 17, 2015 4:53 pm

Looking great weapon-x! Showing tp location on potal while hovering would be great.
Life is too short to drive boring cars.

User avatar
kidpaddle94
Forum Legend
Principality
Posts: 2057
Joined: Thu Aug 13, 2009 2:54 pm
Location: localhost
Canada

Re: What does your mod look like?

Post by kidpaddle94 » Wed Nov 25, 2015 10:01 pm

Buff display. Buffs will be displayed on the left (life orb), debuffs on the right (resource orb).
http://oi67.tinypic.com/nzp2sz.jpg
http://oi68.tinypic.com/358uss6.jpg
http://oi65.tinypic.com/2heeo7r.jpg

User avatar
Xibalba
Dark Alliance Beta Test
Champion of the Light
Posts: 283
Joined: Thu Aug 29, 2013 2:38 pm
Location: Skyrim

Re: What does your mod look like?

Post by Xibalba » Thu Nov 26, 2015 10:08 am

kidpaddle94" wrote:Buff display. Buffs will be displayed on the left (life orb), debuffs on the right (resource orb).
http://oi67.tinypic.com/nzp2sz.jpg
http://oi68.tinypic.com/358uss6.jpg
http://oi65.tinypic.com/2heeo7r.jpg
Amazing stuff whist!
Life is too short to drive boring cars.

Barby
Posts: 31
Joined: Thu Jan 26, 2012 4:56 pm

Re: What does your mod look like?

Post by Barby » Thu Nov 26, 2015 2:10 pm

My New/ Old Project. Sanctus Mod - The Pact of Evil

Merc only Items

Image

Char Inventar

Image


Greetings

Barby

User avatar
Xibalba
Dark Alliance Beta Test
Champion of the Light
Posts: 283
Joined: Thu Aug 29, 2013 2:38 pm
Location: Skyrim

Re: What does your mod look like?

Post by Xibalba » Thu Nov 26, 2015 7:00 pm

@Barby char screen looking great. Would love to see a bigger picture.
Life is too short to drive boring cars.

User avatar
Jeewdew
Junior Member
Paladin
Posts: 132
Joined: Thu Sep 15, 2011 1:18 am

Re: What does your mod look like?

Post by Jeewdew » Thu Nov 26, 2015 8:10 pm

Barby, please upload a shot we can enhance to a bigger picture... It looks GREAT!

User avatar
kidpaddle94
Forum Legend
Principality
Posts: 2057
Joined: Thu Aug 13, 2009 2:54 pm
Location: localhost
Canada

Re: What does your mod look like?

Post by kidpaddle94 » Fri Nov 27, 2015 9:57 am


User avatar
Xibalba
Dark Alliance Beta Test
Champion of the Light
Posts: 283
Joined: Thu Aug 29, 2013 2:38 pm
Location: Skyrim

Re: What does your mod look like?

Post by Xibalba » Fri Nov 27, 2015 1:31 pm

So, when event starts, portal leads to the event map but after event ends, it will tp to Tristram like normal?
Btw its looking awesome :)
Life is too short to drive boring cars.

Barby
Posts: 31
Joined: Thu Jan 26, 2012 4:56 pm

Re: What does your mod look like?

Post by Barby » Fri Nov 27, 2015 1:54 pm

Ok its to difficult for me to post a pics here.

I try it again.

Char Screen

Image


Merc only Items

Image

Greetings
Barby

User avatar
Xibalba
Dark Alliance Beta Test
Champion of the Light
Posts: 283
Joined: Thu Aug 29, 2013 2:38 pm
Location: Skyrim

Re: What does your mod look like?

Post by Xibalba » Fri Nov 27, 2015 2:09 pm

Barby" wrote:Ok its to difficult for me to post a pics here.

I try it again.

Char Screen

Image


Merc only Items

Image

Greetings
Barby
They look great. But in the "Mect only Items" picture, you might want to think to change tab images. Other than that, great!
Life is too short to drive boring cars.

User avatar
kidpaddle94
Forum Legend
Principality
Posts: 2057
Joined: Thu Aug 13, 2009 2:54 pm
Location: localhost
Canada

Re: What does your mod look like?

Post by kidpaddle94 » Fri Nov 27, 2015 10:53 pm

Xibalba" wrote:So, when event starts, portal leads to the event map but after event ends, it will tp to Tristram like normal?
Yep. Also I've changed it a little.

User avatar
Xibalba
Dark Alliance Beta Test
Champion of the Light
Posts: 283
Joined: Thu Aug 29, 2013 2:38 pm
Location: Skyrim

Re: What does your mod look like?

Post by Xibalba » Fri Nov 27, 2015 11:36 pm

kidpaddle94" wrote:
Xibalba" wrote:So, when event starts, portal leads to the event map but after event ends, it will tp to Tristram like normal?
Yep. Also I've changed it a little.
Looking nice! But it MAY be disturbing in some situations. Like when you slaying a boss or doing a uberquest and suddenly this pops-up. A solution for this also can be useful, like making it smaller, adding close button, making it half-transparent etc etc there can be lots of solutions. Other than that, its great.
Life is too short to drive boring cars.

User avatar
misiek1294
Junior Member
Paladin
Posts: 168
Joined: Mon Dec 29, 2014 3:58 pm
Poland

Re: What does your mod look like?

Post by misiek1294 » Thu Dec 03, 2015 10:21 pm

Now i have some free time and finally done multiress and animated orbs 1280x768Image1600x900 Image

Special Thanks to Lolet for his D2EX code save me a lot of time ^^.

User avatar
weapon-x
Forum Legend
Arch-Angel
Posts: 1047
Joined: Wed Mar 18, 2009 4:52 am
Location: Mindanao, Philippines
Philippines

Re: What does your mod look like?

Post by weapon-x » Fri Dec 04, 2015 2:08 am

Xibalba" wrote:
kidpaddle94" wrote:
Xibalba" wrote:So, when event starts, portal leads to the event map but after event ends, it will tp to Tristram like normal?
Yep. Also I've changed it a little.
Looking nice! But it MAY be disturbing in some situations. Like when you slaying a boss or doing a uberquest and suddenly this pops-up. A solution for this also can be useful, like making it smaller, adding close button, making it half-transparent etc etc there can be lots of solutions. Other than that, its great.
I presumed somewhere in the vanilla engine, there is a code responsible for monitoring active units and deleting them based on specific conditions... perhaps you can look into how vanilla Town Portal Mechanics work, the old TP portal closes when a new TP is casted...

so basically, you check if the event is active and else delete the portal :D

just a suggestion though
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

~Mark Twain

User avatar
Blood Raven
Posts: 7
Joined: Sat Jan 02, 2016 12:19 am
Location: Bulgaria, Sofia

Re: What does your mod look like?

Post by Blood Raven » Wed Jan 06, 2016 12:40 am

I've done a really simple 10x6 inventory mod.
Image
It works, but some colors are kinda messed is some acts (weird...) and the placement of equipment isn't the best. If I fix those problems maybe I'll release it for people who like simplicity. It works with PlugY too.

I also tried to make a 4x4 horadric cube (to look more like a cube and allow the 6 skulls + item recipe), but it randomly crashed moments after opening it (about 10% of the time), so I removed it.

I also plan on adding some more set/unique items, as well as new weapon types like Naginata, Katana and Polesword. I will need to make sprites for those though, and I'm not sure if I'll be able to make those... (a lot of work isn't it?)
___________
Katana / Samurai Sword / Gendaito
___________
1H Sword
Req Lvl: 23/37/71
Req Str: 55/90/125
Req Dex: 60/130/155
Damage: 14-28/25-51/53-69
Durability: 25/28/31
Speed: [-30]
Range: 0
Max Sockets: 4
qlvl: 26/56/89
Act 4-5

################
Polesword / Ahlspeiss / Patisthanaya
___________
2H Polearm
Req Lvl: 3/28/51
Req Str: 30/75/190
Req Dex: 20/45/100
Damage: 11-24/20-50/62-106
Durability: 50/52/54
Speed: [0]
Range: +2
Max Sockets: 6
qlvl: 4/35/64
Act 1

################
Naginata / Nagamaki / Pudao
___________
2H Polearm
Req Lvl: 28/41/72
Req Str: 65/120/165
Req Dex: 85/150/205
Damage: 12-43/46-66/73-123
Durability: 30/34/38
Speed: [-20]
Range: +1/+2/+3
Max Sockets: 6
qlvl: 32/60/86
Act 5
___________
If you have any ideas go ahead, but know that this is my first "mod" and I still do not know {filtered} :D

EDIT: Here are the weapon silhouettes.

EDIT2: Item sprites are done! I still haven't applied the diablo 2 palette (partly because I have no idea how xD) and haven't converted them (same reason)...

EDIT3: Updated with quarterstaff and Rapier. Other planned weapons include Kama, Fang Dagger, Chain Knife, Odachi, Tanto and Battle Sickle (Ring blade)
You do not have the required permissions to view the files attached to this post.
Last edited by Blood Raven on Thu Jan 14, 2016 2:51 pm, edited 2 times in total.

User avatar
Nephretes
Junior Member
Paladin
Posts: 185
Joined: Fri Dec 04, 2015 11:33 pm

Re: What does your mod look like?

Post by Nephretes » Fri Jan 08, 2016 5:27 pm

Hi, cool work with items. I have converted them for you, and luckily you have picked colors which are good for converting (though I had to tweak read a little)

If you want to do it yourself check Daimoth's topic where I have asked him how to do so some time ago.
viewtopic.php?f=6&t=61072&start=25

Good luck
You do not have the required permissions to view the files attached to this post.

User avatar
Blood Raven
Posts: 7
Joined: Sat Jan 02, 2016 12:19 am
Location: Bulgaria, Sofia

Re: What does your mod look like?

Post by Blood Raven » Thu Jan 14, 2016 2:40 pm

Thanks for the tutorial dude! What I used to do is take the sprite of some D2 weapon, open it in photoshop, put indexed mode and pasted my sprites, but that didn't work that well...

Here are the Tanto and Chain Knife
(those chains were pain in the ass)
You do not have the required permissions to view the files attached to this post.

User avatar
Nephretes
Junior Member
Paladin
Posts: 185
Joined: Fri Dec 04, 2015 11:33 pm

Re: What does your mod look like?

Post by Nephretes » Fri Jan 22, 2016 12:52 am

Hi there,

Some of you may know that I have started new project with kingpin, lately Xaphan joined us to work on it as well.
While key feature for our mod will be introducing new class: shaman, we are planning to further expand the game. Basically we will try to make our mod feel like actual expansion, not highly modded game. We are still in a design phase, but I may provide you a little sneak peak of what is going on currently. While kingpin is working on a code for new character I have a little pause from Shaman, but instead I am focused on developing completely new looks for unique items. I hope that you can recognize them. Those are chosen examples, but we have more (25+ for now).

Image

We will add completely new item as well of course.

Btw. There are just three of us, but if someone of you feel that you can lend us your skills it will be very welcomed. 3D artists and programmers are the most searched for now.

User avatar
weapon-x
Forum Legend
Arch-Angel
Posts: 1047
Joined: Wed Mar 18, 2009 4:52 am
Location: Mindanao, Philippines
Philippines

Re: What does your mod look like?

Post by weapon-x » Fri Jan 22, 2016 2:28 am

Nephretes" wrote:Hi there,

Some of you may know that I have started new project with kingpin, lately Xaphan joined us to work on it as well.
While key feature for our mod will be introducing new class: shaman, we are planning to further expand the game. Basically we will try to make our mod feel like actual expansion, not highly modded game. We are still in a design phase, but I may provide you a little sneak peak of what is going on currently. While kingpin is working on a code for new character I have a little pause from Shaman, but instead I am focused on developing completely new looks for unique items. I hope that you can recognize them. Those are chosen examples, but we have more (25+ for now).

Image

We will add completely new item as well of course.

Btw. There are just three of us, but if someone of you feel that you can lend us your skills it will be very welcomed. 3D artists and programmers are the most searched for now.
It is good to hear about this new project :) DA's engine is indeed a revolution in it's own sense.
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

~Mark Twain

GrandMaitre
Junior Member
Paladin
Posts: 104
Joined: Thu Oct 16, 2014 8:25 pm

Re: What does your mod look like?

Post by GrandMaitre » Fri Jan 22, 2016 1:57 pm

Barby" wrote:Ok its to difficult for me to post a pics here.

I try it again.

Char Screen

Image


Merc only Items

Image

Greetings
Barby
4 sockets on belt is nice but there is a limiaton of how many socket can be full in a char no? For example the game crash if you have 6 on weapon 2 on belt 1 on each ring,1 on boot (all full) no?

User avatar
Necrolis
Senior Admin
Throne
Posts: 9125
Joined: Sat Mar 25, 2006 1:22 pm
Location: The Land of the Dead
South Africa

Hand-picked

Re: What does your mod look like?

Post by Necrolis » Fri Jan 22, 2016 4:19 pm

GrandMaitre" wrote: 4 sockets on belt is nice but there is a limiaton of how many socket can be full in a char no? For example the game crash if you have 6 on weapon 2 on belt 1 on each ring,1 on boot (all full) no?
The game has a max of 7 sockets per item, you can fill all seven sockets of every slot. The issues you'll encounter are hitting the save file cap (not that easy to do, but possible) and hitting the overflow point for the item display buffer (so you crash when mousing over an item).
Image
Netiquette, Do you USE it?!?! | Nefarius' Fixed TXT Files | Terms Of Service
Blackened | Day of Death | D2GFEx
"What was yours is mine. Your land, your people, and now your life." - Lim-Dul, the Necromancer
Judgement is Final, Death is Eternal

User avatar
Nephretes
Junior Member
Paladin
Posts: 185
Joined: Fri Dec 04, 2015 11:33 pm

Re: What does your mod look like?

Post by Nephretes » Sat Jan 23, 2016 11:57 pm

Cathedral from Diablo 1 anyone? While staying close to original game we decided to remake Tristram, so it will be like Diablo 1, but instead of ripping I will be remaking it in 3D plus using d2 assets. There will be also subquest connected to old-new Tristram.

This is not in game yet, just little preview.
Image

User avatar
jetaman
Hosted Forum Moderator
Champion of the Light
Posts: 318
Joined: Sat Jul 18, 2015 7:00 pm
Location: Ukraine
Ukraine

Hand-picked

Re: What does your mod look like?

Post by jetaman » Tue Jan 26, 2016 8:18 pm

Hey Nephretes,
Looking great! Check this out! 3d models of some diablo 2 bosses. Made by a guy on this website. Look awesome! You can view it in full 3d. http://www.svein3d.com/

Image

User avatar
Nephretes
Junior Member
Paladin
Posts: 185
Joined: Fri Dec 04, 2015 11:33 pm

Re: What does your mod look like?

Post by Nephretes » Tue Mar 08, 2016 5:42 pm

How about new monster?

Image

This is a creature from my other mod project for Heroes3 (Oasis Town). Why not share something between those projects if they fit :)?

Image

Return to “Mod Concepts & Research”