Everything posted by Dark_Ansem
- Update #87: Internal Play Testing, VO, Performance Optimization, Mac Build, and More
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
you had, in the latest trailer
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
There are no real spoilers, just technical data
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
most definitely -1 here Heck, you don't answer me LOL
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The merry xmas thread
+1 to Merry Christmas No Turkey at home, but I hope for something equally tasty :D
- Update on the Update
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
I had forgotten about that. But perhaps a workaround could be possible...
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I love this game
Id like to buy a beer for whoever made the rogue-disengage-thing (as of V1.0. Havent played since so maybe it changed.) I'm almost a teetotaller otherwise I'd have thought of beers for sure
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
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 I am also investigating the textures further. Absolutely no idea on the meshes format, instead.
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I love this game
I would also like to compliment the graphic artists, as the game looks gorgeous and detailed despite the models being low-poly and the textures not being overly hi-res. It means that both are very high quality by themselves I wonder how the game would handle higher polys/resolution assets...
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Modding thread: Asset Editor
I'd like to know, where did you get all the .cs files from?
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Saving the Wizard Class
good point. I'd still love to have some variety tho, since the detail is there :D
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PoE Suggestions\Question\Wishlist
It's a pity that we cannot customize more our avatar with things such as Eye color and body slide. I was looking forward to it maybe in the future?
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Saving the Wizard Class
On a secondary account, will wizards be able to customize the look of their Grimoire? I have been digging though the textures, and it's very well-detailed. I know it might be a minor thing, but... Accordingly to both Old Mebbeth and Quell, a Spellbook's appearance is important after all, a ruthless wizard cannot go around with a Hello Kitty spellbook, can he? and a good mage cannot simply go around casting protective spells on others while she herself carries a blackened Tome of Necromancy, can she?
- Update on the Update
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
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.
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Modding thread: Asset Editor
impressive tool, and well done!
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
I'm more concerned with seeing it on the floor. shouldn't it be able to fly?
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
I'd say more to become Obsidian Entertainment's plaything. much more fun!
- Update on the Update
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
-1 here ah, no matter. And you're pretty special, you are a honorary developer
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
hehe, not everyone is you tho I have looked at those and at the meshes. I believe the meshes are a standard format, while the fx effects are Unity-created. Both, however, are processed by Unity and coughed up as extensionless files..
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
More info: textures. There are no really big textures, icons are in fact very small. however, there are different types accordingly to WHAT the texture is used for. I am still figuring out the criteria for which is which... I noticed however that the Normal Maps are NOT the RGB format map used, as an example, Dragon Age. a converter will be probably needed, as Photoshop does not keep all changes if switching between channels. Maybe ShaderMap could help, if it worked, Crazybump does not. EDIT: linky! for those that feel experimenting.
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
I managed to check the main file, but no other music is there. It seems obsidian has killed it in this release. let's hope for the next, I want to check at least a couple things. I found the VO, but couldn't extract it. it's behind a "Unity3d" extension, different from the "assets". Unity Obfuscator is too old to work. I hope a decompiler is released, or in any case a tool that enables view\extraction\editing.
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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands
A bit more information on the file types, for those interested, Type 128 (fonts) is TTF, which makes me a very happy bunny, in case we want to put in custom fonts. However, when exporting them, they do not work at all. I am betting Unity alters them somewhat. File Type 93 covers all in-game audio effects and BGM, dialogue is still beyond my grasp (possibly in the big resource.assets file that I could not open): all audio is OGG Vorbis 2.0, of variable quality (not constant): bgm is at 44.1 (at least, there is only one track in the files I could open) while SFXs are mostly 48 for abilities and container + ambient (emitter, door) sounds, 44.1 for ambient souns (those that are looped, like chatter or general backgroud), some emitters. Creature sounds are mixed, no known criteria atm. Some effects are very quiet tho, they could use a bit more volume.