What does your mod look like?
Moderator: Nefarius
Re: What does your mod look like?
got an opportunity to mess with objects a little,
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
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
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
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~Mark Twain
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Re: What does your mod look like?
Looking great weapon-x! Showing tp location on potal while hovering would be great.
Life is too short to drive boring cars.
Re: What does your mod look like?
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
http://oi67.tinypic.com/nzp2sz.jpg
http://oi68.tinypic.com/358uss6.jpg
http://oi65.tinypic.com/2heeo7r.jpg
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Re: What does your mod look like?
Amazing stuff whist!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
Life is too short to drive boring cars.
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Re: What does your mod look like?
My New/ Old Project. Sanctus Mod - The Pact of Evil
Merc only Items
Char Inventar
Greetings
Barby
Merc only Items
Char Inventar
Greetings
Barby
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Re: What does your mod look like?
@Barby char screen looking great. Would love to see a bigger picture.
Life is too short to drive boring cars.
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Re: What does your mod look like?
Barby, please upload a shot we can enhance to a bigger picture... It looks GREAT!
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Re: What does your mod look like?
So, when event starts, portal leads to the event map but after event ends, it will tp to Tristram like normal?kidpaddle94" wrote:http://oi68.tinypic.com/kd8o3n.jpg
Btw its looking awesome
Life is too short to drive boring cars.
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Re: What does your mod look like?
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Re: What does your mod look like?
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.
Re: What does your mod look like?
Yep. Also I've changed it a little.Xibalba" wrote:So, when event starts, portal leads to the event map but after event ends, it will tp to Tristram like normal?
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Re: What does your mod look like?
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.kidpaddle94" wrote:Yep. Also I've changed it a little.Xibalba" wrote:So, when event starts, portal leads to the event map but after event ends, it will tp to Tristram like normal?
Life is too short to drive boring cars.
Re: What does your mod look like?
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...Xibalba" wrote: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.kidpaddle94" wrote:Yep. Also I've changed it a little.Xibalba" wrote:So, when event starts, portal leads to the event map but after event ends, it will tp to Tristram like normal?
so basically, you check if the event is active and else delete the portal
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
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Re: What does your mod look like?
I've done a really simple 10x6 inventory mod.
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}
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)
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}
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)
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Last edited by Blood Raven on Thu Jan 14, 2016 2:51 pm, edited 2 times in total.
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- Paladin
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Re: What does your mod look like?
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
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
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Re: What does your mod look like?
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)
Here are the Tanto and Chain Knife
(those chains were pain in the ass)
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Re: What does your mod look like?
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).
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.
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).
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.
Re: What does your mod look like?
It is good to hear about this new project DA's engine is indeed a revolution in it's own sense.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).
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's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
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Re: What does your mod look like?
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?
Re: What does your mod look like?
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).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?
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Re: What does your mod look like?
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.
This is not in game yet, just little preview.
Re: What does your mod look like?
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/
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/
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- Paladin
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Re: What does your mod look like?
How about new monster?
This is a creature from my other mod project for Heroes3 (Oasis Town). Why not share something between those projects if they fit ?
This is a creature from my other mod project for Heroes3 (Oasis Town). Why not share something between those projects if they fit ?