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Re: Cristmas mod ideas for OG!

Posted: Mon Dec 22, 2014 8:36 am
by Endoperez
I don't have access to my laptop during my Christmas break, so these will be somewhat postponed.

Re: Cristmas mod ideas for OG!

Posted: Wed Dec 24, 2014 5:29 pm
by renamedperson
underthedeep wrote:I know you said it would be waaaay too much work to make a new character model, but I think we can all agree that playing as a reindeer holding a broadsword would be awesome.
Someone in the modding subforum is working on a deer model!
Link: viewtopic.php?f=16&t=26289
My Christmas mod wishlist!
Items:
Sleigh
Christmas ornaments
Tree
Snowman
Candy cane
Features:
A new skybox with the star of david (Over the stable)
Levels:
An arena where you fight in the stable around the manger (There was animals after all!)
Characters:
RagdollZombie's characters (Santa and Elves)

Re: Cristmas mod ideas for OG!

Posted: Thu Jan 08, 2015 5:52 pm
by Endoperez
There's some issues with the light and shadows, probably caused by the normalmap.
I've forgotten the quick way to do them, but it shouldn't take long to figure out the workflow again).

I'll also probably tweak the UVmap a bit. This isn't a hand-painted texture, just a quick procedural map made inside Blender, so it won't take but a minute to get the textures working with the new UVs.

This took me about 2h 30 minutes from starting a new Blender scene to taking the screenshot.

Re: Christmas mod ideas for OG!

Posted: Sun Jan 11, 2015 7:32 am
by Endoperez
Gah, making normalmaps for OG is annoying when I have no idea what the right settings are. Any way, I finally got the normalmaps working in a decent way.

I'll add in some palette data, and then I'll call this done and move to the sugarlactite-hewn rapier.

Re: Christmas mod ideas for OG!

Posted: Tue Jan 13, 2015 9:53 am
by Dammasta
Endoperez wrote:Gah, making normalmaps for OG is annoying when I have no idea what the right settings are. Any way, I finally got the normalmaps working in a decent way.

I'll add in some palette data, and then I'll call this done and move to the sugarlactite-hewn rapier.
Looks pretty awesome Endo :D

Re: Christmas mod ideas for OG!

Posted: Tue Jan 13, 2015 12:48 pm
by Endoperez
Dammasta wrote:Looks pretty awesome Endo :D

Thanks! :D

Re: Christmas mod ideas for OG!

Posted: Sun Jan 18, 2015 6:35 am
by Endoperez
Does anyone have any idea on what'd be the best tool or workflow for the this: to make a zip of the selected files, while retaining their folder structure.

I mean, I could copy the Endoperez folder from Custom, then move it out to my desktop, then make empty folders nested inside each other called Data, then Custom, then move the Endoperez folder under those, then remove everything but the files needed for the rapier nr 1... but there must be a better way!
Rapiers_v1.jpg
Looks like this shader used the transparency of the normal map as the palette mask, instead of using the <PaletteMap> tag.

Re: Christmas mod ideas for OG!

Posted: Sun Jan 18, 2015 7:18 am
by Endoperez
DL link in a different thread for some reason. Why is this in Randomness any way?

viewtopic.php?f=16&t=16182&p=233434#p233434