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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands


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#41
ctn2003

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ITs godzillAA RAAAARRRR lol i with their was a set scale in the game id make him bigger!


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#42
Dark_Ansem

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ITs godzillAA RAAAARRRR lol i with their was a set scale in the game id make him bigger!

 

I'm more concerned with seeing it on the floor. shouldn't it be able to fly?



#43
Hormalakh

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Can maps be created in the mods? Anyone know how far we can get with this? I'm thinking even if rudimentary maps can be placed in the game, we're looking at something spectacular...

The question would only remain then, Bester, who will create the Baldur's Gat, IWD, PS:T games in the PoE engine utilizing the mapfiles from those games.
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#44
Falkon Swiftblade

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Can maps be created in the mods? Anyone know how far we can get with this? I'm thinking even if rudimentary maps can be placed in the game, we're looking at something spectacular...

The question would only remain then, Bester, who will create the Baldur's Gat, IWD, PS:T games in the PoE engine utilizing the mapfiles from those games.

 

I heard Josh mention specifically that maps would probably not be moddable due to their current methodology and pipeline. 
 



#45
Bester

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if you guys figure out what files they're using for spell fx let me know. I know how to create that sorta stuff a bit in after fx, photoshop, 3ds max, and a lil bit in the shuriken particle engine in unity, but I've never attempted to put it in a game engine and I have a couple weeks off next week and I might try modding something for fun.

The link to the tool to edit spells is this thread's first post (first line of the post). It should allow you to assign your own particles to spells.

 

Can maps be created in the mods?

 

As far as I can tell, anything can be done, it's only a matter of how much time it's gonna cost you.

At this point, it's not possible to extract and modify scenes yet (disunity doesn't support it yet, or actually it does, but there's a bug that wouldn't let it work with poe scenes). You can change anything programmatically though, so your hands aren't tied.



#46
Dark_Ansem

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About maps: AFAIK maps, on the purely graphical compartment, use a Depth of Field, Normal Map and Albedo (Diffuse?) texture: in theory, adding an area as-is should be possible. BUT, in order to make the passes and the effects that were shown in trailers and dev videos (pretty lights, windows lighting up, possibly shadows etc) more advanced tools would be needed, at least to create new ones. copying them from other maps might be possible anyway, but they'd have to be manually adjusted.



#47
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Another couple findings (for me, at least, I'm pretty sure Bester and Sensuki already know): apparently the game uses at least one huge String file, much like the IE games and NWN. BUT, on the other side, I could not understand if it also uses various, deparate "dlg" files to handle conversations. And if those DLG files possess an autonomous storage of strings (which would be more convenient, also from a modding PoV, than editing a master file). possibly, a tool like TSL Patcher could be required in case of a single master file :p

 

I am also investigating the textures further. Absolutely no idea on the meshes format, instead.



#48
Falkon Swiftblade

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also an issue for modded maps is creating pathing for the new maps probably won't be possible since that's done separately after they're created and monsters have to be placed and scripted, etc. and requires a bunch of coding.



#49
Dark_Ansem

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also an issue for modded maps is creating pathing for the new maps probably won't be possible since that's done separately after they're created and monsters have to be placed and scripted, etc. and requires a bunch of coding.

 

I had forgotten about that. But perhaps a workaround could be possible...



#50
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You could always PM one of the devs to ask. They always reply when I ask something.

most definitely -1 here :p Heck, you don't answer me LOL



#51
Ashen Rohk

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Well, if this isn't some great work.

 

Won't be spoiling the game for myself though! :)



#52
Dark_Ansem

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Well, if this isn't some great work.

 

Won't be spoiling the game for myself though! :)

 

There are no real spoilers, just technical data :p



#53
Ashen Rohk

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Well, if this isn't some great work.

 

Won't be spoiling the game for myself though! :)

 

There are no real spoilers, just technical data :p

 

 

Sure as hell hasn't seen this before :w00t: :

 

2014-10-26_00012.jpg



#54
Dark_Ansem

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you had, in the latest trailer :p



#55
Falkon Swiftblade

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after replaying IWD EE currently, I can appreciate the work that's gone into this, and I find that the character's not being micro machine size in POE which helps. I do hope they touch up the animations, but since unity has the ability to import animations of motion capture I have a feeling someone will find a way to make the animations super awesome.


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#56
Dark_Ansem

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reaally? Unity can?

good to know.

but why the comparison with a 2D game?



#57
Falkon Swiftblade

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reaally? Unity can?

good to know.

but why the comparison with a 2D game?

 

Well I'm playing free games on my android with better 2d animation than they currently have with the 3d that they've been working on for over a year. And they do complex animations like rats fidgeting with their hands on their faces and the attack animations feel weighty and powerful, unlike these do from the last time I saw any game play back in october. (the game I'm referring is also on Iphone as well called honorbound.)



#58
Lephys

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Sweet croikey that dagron is terrifying! I haven't seen the latest trailer yet.

Dagrons are scary enough, but a dagron who's mastered bipedal locomotion?!

*dramatically removes shades*... dear god...!

#59
Lychnidos

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Be afraid Lephys, be very afraid, for that is a Raptodragon!!!

 

Not even doors can save you.


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#60
Lephys

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No... that can't be! You take that back! Doors have always been the one person I can trust! Doors have my back! NOTHING can defeat doors!! NO!!! *tears*
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