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Brigandine GE : Hex Edito...
Forum: Brigandine: Grand Edition
Last Post: Rune
2024-11-26, 06:30 PM
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world of fire
Forum: Diadem of Maunstraut
Last Post: Henrique
2024-11-07, 06:32 PM
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Vault of ideas(Mods/hacks...
Forum: Brigandine: Grand Edition
Last Post: Rune
2024-09-29, 09:03 PM
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In game menu translation
Forum: SOM Guides, FAQ and Help
Last Post: Azynt
2024-09-08, 01:22 PM
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Website Update Feedback (...
Forum: General Discussion
Last Post: Verdite Cat
2024-09-05, 08:48 PM
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kings-field.neocities.org...
Forum: King's Field Series
Last Post: Verdite Cat
2024-09-04, 12:30 AM
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Hello! :D
Forum: General Discussion
Last Post: Verdite Cat
2024-09-02, 02:19 PM
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Unable to climb stairs ma...
Forum: SOM Guides, FAQ and Help
Last Post: Fennick
2024-08-27, 08:18 PM
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Mista Fopa didn't give a ...
Forum: King's Field Series
Last Post: Verdite Cat
2024-08-27, 03:03 AM
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Wiki rendering issue.
Forum: General Discussion
Last Post: StolenBattenberg
2024-05-08, 05:08 AM
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Dark Souls 2 beta testing |
Posted by: dmpdesign - 2013-10-26, 01:52 AM - Forum: Souls Series
- Replies (7)
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I have had the luck of getting drawn twice now to test DS2 on the PS3 - this weekend is my second go around, wish I had a way to take screenies and such, but so far so good :D
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King's Field Add-ons |
Posted by: StolenBattenberg - 2013-10-24, 02:33 PM - Forum: SOM Addons
- Replies (16)
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Hey,
Pretty much decided now I'm gonna re-create most of the stuff from King's Field, with more polys and quality. It'll be posted in this thread as I complete enough to release a pack. These packs'll be anything from textures, to item models... Maybe even a map piece set or two if I can keep focus when making one.
If you wanna use these resources with SOM, there's a few things you'll need to know.
1) The models aren't scaled to SoMs default size. You'll have to do that one.
2) They're not plug and play, you'll have to convert them to a format SoM can handle (I'll post models in .OBJ and images in .PNG)
3) I probably won't texture the item packs, just because I don't know a thing about texturing items.
DOWNLOADS:
Code: Important:> The games are listed as if you're in Japan, KFII is KFI in America. I hope you get what I mean...
Quote:King's Field I:
Quote:King's Field II:
Quote:King's Field III:
Quote:King's Field IV:
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Helpul SoM controls |
Posted by: HwitVlf - 2013-10-24, 09:50 AM - Forum: SOM Guides, FAQ and Help
- Replies (10)
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These are some SoM controls which might be helpful. I'm not sure if they're listed elsewhere so I thought I start a collection.
If anyone knows other less obvious controls, please post and I'll add them.
On the map assembly grid:
Shift + LMB = select an area of pieces
+/- = raise/lower selected Piece's elevation
Ctrl + LMB (Twice) on a placed Map Piece = Go to that Piece on the Piece list and copy its elevation when placing other Pieces
Ctrl + Left/Right Arrow = jump to left/right side of map window
Page Up/Down = Jump to top bottom of map window
On any 3D preview window:
LMB = Rotate model
RMB = Move model sideways
LMB+RMB = Zoom in /out
In Parameter Editor:
With "Registry List" slot selected, press 0, 1, 2 etc = jump to item #000, #100, #200 etc (Pressing again goes forward 1 item)
In the PrtsEdit tool:
CTRL + (letter) when selecting piece data = jump to files starting with that letter. Doesn't work for "H".
On various text lists such as Item/Object dropdowns and Event command lists, you can push a letter key on the keyboard to jump to the items that start with that letter. For example, you can press "w" in the item dropdown to jump to "weapon" or "b" to go to "Begin Screen Effect" in the event command list. Pushing the same letter again will cycle through entries that start with that letter.
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Some model remakes... |
Posted by: StolenBattenberg - 2013-10-23, 08:04 PM - Forum: General Discussion
- Replies (19)
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Dunno, I got bored this afternoon, and having not found a job yet, money is really tight, so I made use of sources of entertainment I already had, and put some time into MS3D. I remade some of the clutter from King's Field I (US), and also a sword I was inspired by King's Field to make... If someone wants these, you can have them, they're not great though.
Barrel: (Textured, not my sources)
Quote:Just a barrel really...
Brazier 1: (Textured, HD KF texture, my source)
Quote:This next one has one of the HD King's Field texture remakes I'm doing for the stone.
Brazier 2: (Textured, HD KF texture, my source)
Quote:This also uses the stone texture which Brazier 1 used.
Bucket: (Textured, not my sources)
Quote:This is pretty much just a smaller barrel, I just noticed it was clutter in KF1
Sword: (Untextured)
Quote:My first attempt at making a sword... I think it went pretty well, just a shame I'm not artistic enough to give it a nice texture... Ah well.
And finally, this is a scene I put together in Unity3D with some of the HD KF textures I've been making, and Brazier 1... Has some flames too.
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Shadow Tower SOM - General Discussion |
Posted by: JC Bailey - 2013-10-19, 04:45 PM - Forum: Shadow Tower SoM
- Replies (124)
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Update: 2/15/2014
This project now has a news section and facebook page, all future progress updates will be posted on both.
Shadow Tower SOM - News: https://www.swordofmoonlight.com/bbs/ind...opic=781.0
Facebook Page: https://www.facebook.com/pages/Shadow-To...6152598347
Original Post:
While still debating what I'd like to do for my next SOM project, I am coming very close to the end of my first Shadow Tower playthrough and was pondering the thought of developing a lite remake of Shadow Tower using the SOM editor. It wouldn't be an exact replica, obviously, it would play more like King's Field and have slightly different weapons, items, and enemies. The maps seem like they'd be easy enough to recreate, all of them are indoors and Shadow Tower is built on a grid system just like in SOM, so it'd be like connecting dots (kings-field.neocities.org also has some convenient reference maps that would help with that). Just to clarify, I only intend to do this with the default resources that come with the program, as I am not skilled enough with textures or modeling at all.
Anyway, if you have any ideas or suggestions, please share them.
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Any games with "endless" world maps? |
Posted by: HwitVlf - 2013-10-15, 09:29 PM - Forum: Game Chat
- Replies (7)
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I was just remembering how impressive the system used in The Elder Scrolls Morrowind was, where you could walk forever in any direction and never come to the "end of the world" wall. It accomplished that by making the world out of seamlessly joined grid of square maps which were loaded or generated as the player entered an area. If you walked to the edge of the continent in any direction, you came to the coast, then islands, then finally just endless ocean- but still no "end of the world" wall or instant death event like other games usually use to contain players.
Since you could make new islands/continents anywhere, you could expand almost endlessly without having to "teleport" to new areas. That added a lot to the sense of immersion.
Does anyone know of other games that had "endless" auto generated game worlds?
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