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  Interesting idea for an actual shield
Posted by: Verdite - 2011-11-17, 02:05 PM - Forum: SOM Addons - Replies (3)

A while ago i posted about support magic... The wolf gave me good info...

(2011-10-14, 11:41 PM)HwitVlf link Wrote:This is one of SoM's more disappointing problems. You can get the duration to save by selecting an attack spell and setting its stats, saving and then switching back to a support spell model. But, Todd noticed that the screen effects for support spells last the correct amount of time, but the actual stat boosts, fizzle out early. They only last about 1/10 the duration of the screen effects. ‎  You can still set up curative support spells, but anything with a 'duration' doesn't work well ‎ 

This got me thinking. What about having an actual shield model that appears instead of a normal support magic graphic. You could set it to 3 seconds, and be able to have the defence increases, meaning if you were hit the damage would be lessened. You could still attack, but raising your shield would mean high mp consumption and a slow regen rate for balancing. I'm not sure how this would work with 2 handers... But its a perfect for spears and one handers.

If the player picked up a shield, then the player would learn magic. Or, the player would start with a round shield and have it strengthen over time.

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  DD video
Posted by: Verdite - 2011-11-11, 03:48 AM - Forum: Dark Destiny - Replies (1)

Todd did you make the






*SPOILER below*















Earth hammer video?

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  A few questions...
Posted by: scott - 2011-10-28, 02:52 AM - Forum: SOM Guides, FAQ and Help - Replies (15)

Alright, lets get started then:

1. I liked the grass texture Todd had and was wondering if I could simply copy the txr file (yko01, correct me if I'm wrong) and place it in the v1.2 of SoM. It sounds easy and that why I'm asking this, because things never seem to be that easy.

EDIT: This has beed solved and answered, I downloaded most of the addons from HwitVlf's website and found out the house set replaces the grass texture.

2. I think I've found a new SoM bug. I was testing the length of the status effects to see how long they last before they are "auto cured" and I saw slow seemed to never go away. I dropped the timer after it reached 5 mins. So, is the slow status effect broke? (It can still be cured by items/magic.)

3. Can the damage or length of the poision status effect be changed? It seems poision is only deadly at early levels of the game, and can be ignored when you have much more health.

4. Is there a way to convert items/objects back into a format meta can open?

5. Any way to stop the dark status effect from flashing? It seems almost useless because you can still see quite clearly. I miss the KF dark status effect cause I could never see anything until it was too late. I always hated it, but I still miss it.

6. Could new screen effect be added or be able to change one? (For events)

That seems to all for now, I'm sure most of these I already know the answer to but it never hurts to ask. Razz

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  KF music
Posted by: Verdite - 2011-10-27, 04:23 PM - Forum: General Discussion - Replies (16)

Does anyone have any scores or ideas about what music was used in KF? Im looking for the KF west coast / shore score, and i'm wondering if anyone knows of any medieval style plugins for fruity loops or a music studio.

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  Any tips on making map Piece icons?
Posted by: HwitVlf - 2011-10-26, 05:59 AM - Forum: SOM Guides, FAQ and Help - Replies (9)

I'm working on some cliff Pieces and was trying to figure the best way to make icons- meaning the little tile bmps that show up in the editor. ‎  Does anyone have tips on how to make those icons so they are easy to comprehend when building maps? I expect Ben would be the expert but any tips would be appreciated.

I think confusing icons was the main problem with Todd's cliff set and also several of the Japanese Piece sets.

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  Water transparency cracked
Posted by: Verdite - 2011-10-24, 10:38 PM - Forum: SOM Guides, FAQ and Help - Replies (4)

After messing and messing without much enjoyment yet determination, i fixed the water transparency. It seems that if you select the 'phong' shader, the texture goes light and too transparent, but if you choose the constant its fine.



Attached Files
.mqo   waterfixed.mqo (Size: 831 bytes / Downloads: 131)
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  Sky Models
Posted by: HwitVlf - 2011-10-22, 05:12 AM - Forum: SOM Guides, FAQ and Help - Replies (7)

I tried the cube sky model described here with SoM. ‎  It worked well for a star field and ends up seamless and without stretching unlike a dome design. ‎  If anyone decides to make custom sky models, I would try a cube layout first.



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  New swing arm models
Posted by: HwitVlf - 2011-10-19, 03:06 AM - Forum: SOM Guides, FAQ and Help - Replies (17)

I've been working on how to make new swing arms for the weapon setup in my game.
It seems that the problem is with how x2mdl squishes all mesh objects to xyz=0 for their default pose' instead of keeping them the way they are supposed to be for SoM. The effect is that x2mdl can't make a new swing arm that is compatible with SoM's default weapon/hand-armor alignments.

But if we are only using new weapon/hand-armor models, like Ben in Rathmor, it should work. We just have to align the new weapon/hand-armor swing models to xyz=0 like x2mdl's scrunched MDLs.

In case any anyone missed it from the PRF editor thread, SoM can have more than 3 swing animations. Maybe up to 255 so you could make a different animation/sound for each weapon if you wanted. Including bows etc.



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  Forum returns home
Posted by: dmpdesign - 2011-10-17, 12:46 AM - Forum: General Discussion - Replies (4)

After a wonderful sunday afternoon of messing with ipower's nonsensicle backend, the forum returns home.

please post any bugs you may encounter, and welcome back. Smash2

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  Problem with support magic
Posted by: Verdite - 2011-10-14, 01:01 AM - Forum: General Discussion - Replies (2)

Support magic, increasing defence, cannot be saved in my parameter editor. I click apply and save after making changes. Am i doing something wrong?

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