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  Adding map pieces to SoM
Posted by: Verdite - 2011-05-27, 08:23 PM - Forum: SOM Guides, FAQ and Help - Replies (12)

To add custom map pieces to SoM you'l need to follow these instructions.
Please follow my tutorial on adding custom items to SoM. This process is exactly the same except for the tool commands you type into the command prompt.

The tools are:

x2msm : creates visible data.

x2mhm : creates collision data (this one isnt so easy to figure out.)

prtsedit : the parts editor that adds the map pieces to the map editor.

Okay... So basically if you wanted to create a map piece, save it as an x file as before.
However this time, type in any of the tools listed here for whatever function you wish to use that .x file for.

So lets just say you created a pillar in meta. Saved it as an x file called, say... buns.x in your tools folder, and you've got the command prompt up with your tools folder location.
You'd type x2msm.exe ‎  buns.x

Take your files and place them in the corresponding folders in your data/map folders.
So say if you made an .msm piece it'd go into the msm folder.
Next, you'd open your prtsedit, not in the command editor. Wink

(You might need to follow the attached picture file to follow this properly.)
Look for buns.msm in the msm dropdown list.
Assuming you've downloaded my mhm pack and placed the files in the correct location, select hightem.mhm in the collision data dropdown menu.
Assuming you've downloaded my icons pack, select a random icon of mine.
If you want to overwrite part 0, go ahead. Want to overwrite another? Type a different number, but you cant exceed the maximum. (The number being 1023)

Okay your piece should be available in the map editor.

Important notes

Dont exceed 2000 vertices for a single piece or the editor will crash, and possibly not be able to show in the runtime.
Be careful when creating faces. SoM has given me jip over this, but by copying and pasting the model it seems to negate this.
Creating full blocks are much better for maps. Creating half a block would require creating a corner to join it. Go easy on yourself. Smug
Ive attached a door height template for meta which works with SoM's door stock objects.
The file castlegrass.mhm is for floors.
The file hightem.mhm is for pillars. It can be used for water too as the collision goes further down than normal.

Cheers.
Verdite


NEW: MHM tutorial

So i saw that there wasnt enough info on MHM pieces so ill do a quick guide on how to get it right the first time.

Flat mhm pieces

Providing the outer sections of the mhm piece are untouched (they dont dip, and they dont deviate from the other lines around them) then you can dip the central section easily, but creating a simple plane in the create primitive tab, then go to object > mesh smoothing > and select 2. You can dip the central vertice.
Make sure your sets have this setup. A simple, flat plane. This means that if you follow the rest of this section you'l have no problems.

Elevated pieces

Create a plane, click on move and select the far edge closest to the blue line (the z axis) when loading a piece into SOM the map piece will be facing towards the z axis. (north.) Remember this z axis rule for SOM or you'l have alot more work.
Go to the Y axis in the move panel. Input 45. This is 45 degrees. ‎  Smile

Create a new primitive. Click on the face (the gray bit) and move it up on the Y by inputting 45 again.
The plane will be at the right level.

[Image: elevate.jpg]

Corners

Creating corners was a pain for me, until i realised how simple it was.
> Elevated corners
Create a plane, and divide it by four by using the object > mesh smoothing > and select 2 method.
Click the vertice on the top right, and the vertice in the center. Move them up by inputting 45.

> Corridor corners

This ones probably the hardest for anyone new to metaseq.
Create your corridor. If you want to practice, create a plane and extrude (use extrd) it upwards a good way.
Remove both faces (gray areas) on the z axis. (see pic 1)
[Image: facecreation.jpg]

Use create, and click on face in the create box. Lower your view so you are click on the four corners of the lowest sections of the box. (red squares in pic)
You'l create a bottom for your box. Now select all, go to selected and click invert.
If your created face isnt there it means you havent clicked on the right object in the obj panel.
Now its quite simple. Simply delete the face on the X axis. Then create a face on the Z axis. (see pic.)

[Image: cornerip.jpg]

You'l need to manually project your texture onto the faces.



Attached Files Thumbnail(s)
   

.zip   Mhm.zip (Size: 2.35 KB / Downloads: 211)
.zip   Icons.zip (Size: 48.02 KB / Downloads: 202)
.mqo   door height template.mqo (Size: 1.3 KB / Downloads: 207)
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  Addons
Posted by: HwitVlf - 2011-05-21, 04:14 AM - Forum: SOM Addons - Replies (47)

Thought I would make a post for collected addons until we get new customs locked into the official page. I'll try to add new customs posted in the forum to the top post here so they don't get buried with time.


Rabbit Mask Easter helm by Verdite [Image: rabbity.jpg]

Airflame Sword by Air Flames Red [Image: Airflame.png]

Shields from HwitVlf [Image: Shields.png]

Rose Items by Air Flames Red [Image: rose.jpg]

Shackles Item and MQO/MQX model by Air Flames Red [Image: shackles.jpg]

Table scene Object by Air Flames Red [Image: table.jpg]

Pedestal Objects and Items by HwitVlf [Image: pedestals.jpg]

New menu border by Scott ‎  [Image: MoonlightFrame.jpg]

Plant Leaves by God (scanned by hwitvlf) royalty free textures [Image: LeafThumb.jpg]


measuring stick model tool by HwitVlf [Image: measure.jpg]

Human skeleton for Keynote designed to meet SoM's needs by HwitVlf [Image: SkeletonHuman.jpg]

Dog skeleton for Keynote designed to meet SoM's needs by HwitVlf [Image: Dog.png]

Map Piece swapping tool (use more than 1024 Pieces) by HwitVlf [Image: swapper.jpg]

Directions for testing a map directly (instead of through the Map Editor) by HwitVlf ‎  [Image: TestMap.png]

Enemy PRF Editor by HwitVlf.[Image: edit.jpg]

Map Piece size template for Metasequoia by hwitvlf [Image: termplate.jpg]

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  Info on Objects responding to light differently than map Pieces
Posted by: HwitVlf - 2011-05-14, 10:17 PM - Forum: SOM Guides, FAQ and Help - Replies (5)

I've heard it said that SoM's Objects respond to light differently than map Pieces, so its hard to make secret doors etc, but I think the problem might be in the texture material's settings. ‎ 

In Metasequoia's "Material Properties" there are some sliders:

Alpha = Sets how see-through the part is.
Diffuse= Sets how much light the part will reflect from lamps.
Emission= Sets how much light is "emitted" from the part (also makes item see-through in SoM)
Specular= unused in SoM
Power= Unused in SoM
Ambient = Unused in SoM (instead SoM uses the "Basic Lighting" setting in the Map Editor for this effect)

Metasequoia's default for Diffuse is 0.8 whereas SoM's map Pieces use 1.0 so if you don't change this in Meta, your Objects will reflect less light than SoM's. I made an example "hidden wall" Object to show the effect (I didn't bother aligning the texture perfectly on the Object- just an example).



Attached Files Thumbnail(s)
   
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  Back in town
Posted by: dmpdesign - 2011-05-12, 02:34 AM - Forum: General Discussion - No Replies

Was out of town since last friday, back now, checking up on what i missed and getting ready to play some more rathmor.

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  Adding custom items and weapons to SoM (unsticky me please)
Posted by: Verdite - 2011-05-11, 11:43 AM - Forum: SOM Guides, FAQ and Help - Replies (82)

We all use metasequioa because we know it has an export as x file in the save as.
You'l see SoM's tools as x2mdo, x2msm, and x2mhm. The tool x2mdo is simple - probably the easiest to work with.
I'll go through the process for adding custom weapons first. Its lengthy, so pay attention. ‎  Wink


Ill do this process with metaseq. Download LE if you want the free x exporter. The textures you made for you're model have to be 256x256 dimensions, and they need to be in you're metasequioa texture folder, and saved as a .bmp file. (windows bitmap.)
Make sure in metaseq you have selected the texture from the metasequioa texture folder, located in the install area.

You'l need the SoM Tools https://www.swordofmoonlight.com/SOMTool...MTools.exe
And the tool translation.
https://www.swordofmoonlight.com/SOMTool...20v1.1.exe
Get these setup, install you're tools to an easy location say c:\tools remember the directory.

Now for the kicker. Each time you export a model to this folder, you need the texture files in there, as they need be converted to a txr file. So make sure EVERY texture in you're model that you're converting goes there, or else the texture will not show.

Okay, next create you're model and save it as an x file in you're tools folder, with only four characters lets call you're first model swd1. As i mentioned, Metaseq has a x file exporter, Metaseq LE has it for free. So its saved in you're tools folder? Grand.
Next click on the "Search programs and files" in you're windows start menu. Type in cmd, hit enter.
Command prompt should be up. Type in cd\tools (assuming you installed it in the location i afore mentioned.)
Now type x2mdo.exe swd1.x
If you followed the process, you'l have no errors.
If you get a "texture could not be read" error, you have not selected the texture from the metasequioa folder properly.

So thats you're basic model. You'l also need the swing model. A weapon needs 2 parts, base model and swing model.
See attached to this post a download for the perfect swing model and size, you'l need it.
So once you have aligned you're weapon with my swing model (rotate, scale, move, etc.) you can save it, but pay heed as you will need to change the file name.
Each swing model needs to correspond to the standing model. So in this case you'l save it as swd1_0 (that is 0 as in the number.)
Again type cmd if you closed the window, if not type in x2mdo.exe swd1_0.x
You'l have the swing model.

Now then! Take these pieces, and place them into you're SoM/items/model folder. Make sure every texture is in there too.
You'l now need a hex editor. I use this. https://www.swordofmoonlight.com/SOMTool.../xvi32.zip
Okay open up you're hex editor. Go to open. Now locate you're SoM install location. Go to items, then prof.
Locate 003.prf and open it.
Now, click on the L of the Long Sword. Rename it. Use Tool Sword as i have wrote for this first time.
[Image: hex1.jpg]
Now click on the i of i003.mdo rename it to swd1.mdo
[Image: hex2ft.jpg]

Follow this last part carefully. ‎  Rainbow
Go to file. Save as. type in swd1.prf and save.
Do not forget the .prf at the end of the file you are saving as or it wont work.
Now go to parameter editor in SoM and look up Weapon: Tool Sword
Adjust the damage accordingly!

Some pointers.
If you are creating a longsword, dont extend the length past my swing model for the swing model.
Other items, such as helmets, armour, etc do not need the extra _0 file.
Here is the table of .prf for other pieces you may need.

(Taken from dmp design's tutorial)

035.prf : Head slot item.
044.prf : Body slot item.
060.prf : Arm slot item (more details on gloves in the weapon/glove section).
068.prf : Leg slot item.
080.prf : Shield slot item.
092.prf : Accessory slot item.

Any questions, just ask!



Attached Files
.mqo   exact sword side.mqo (Size: 141.75 KB / Downloads: 224)
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  Holey red slime fix
Posted by: HwitVlf - 2011-05-10, 11:47 PM - Forum: SOM Addons - Replies (7)

While playing Verdite's demo (woo hoo I found the Skellthern armor and a healing fountain/potty-place Tongue), I saw that had overlooked the red slime when I fixed the see-through holes in Enemy textures. Attached is the hole-less slime file if anyone wants it.



Attached Files
.zip   Fixed(NoHoles)RedSlime.zip (Size: 29.23 KB / Downloads: 140)
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  What do you think Rathmor needs more of?
Posted by: Verdite - 2011-05-07, 01:19 AM - Forum: Moratheia - Replies (3)

Vote :)

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  Idea for treasure chest that stays open
Posted by: HwitVlf - 2011-05-06, 03:16 AM - Forum: SOM Guides, FAQ and Help - No Replies

I've heard some people wishing treasure chests would stay open so you can tell which ones you've already checked, and also some people have mentioned wishing Items stored in a chest could be seen before they're picked up.

Attached are some new chest Objects which stay open and act as switches so they can be used to trigger events. But they don't hold an Item like a standard chest. You can still put an Item in them using an event, but they can't be locked. I'm not sure they're worth setting up for widespread use, but it's a nice option to have. ‎ 



Attached Files
.zip   Chest as 'switch' Object.zip (Size: 19.87 KB / Downloads: 113)
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  Old demo thread
Posted by: Verdite - 2011-05-02, 11:16 PM - Forum: Moratheia - Replies (78)

Demo link.
Rathmor demo

Bugfix available
Copy these files into your data/map files to fix bugs

Updated 08/07/13
While the demo is completely out of scope for the final version of Rathmor, it is available again for those who want to enjoy it.


[Image: 2e3v0ue.jpg]

[Image: 2qml0sz.jpg]

Over a year has passed, and a game i am pleased with has finally materialised into a demo.

This is a taste of whats to come. While the demo may not reflect exactly what i intend to achieve, it does in a round-about way.

I hope you enjoy it!

NEW UPDATE 6/5/2011

Changes:
Two new maps added, with new enemies and treasure.
New music.
LOADS of new dialogue to read from npcs, monsters, items, objects.
New treasure areas, more balanced items available.
Complete overhaul of the caves - explore a new area.
Map of the caves. (updated 6/5/11.)
New custom enemy - Hiding in a secret room! Can you find him?
Many hours of re-balancing and bug fixing.
New sword event!!


Copy these files into your data/map files to fix bugs



The demo includes:

New never seen before items, armour and treasure.
A basic magic ward setup, and new way of attaining magic. (This is implemented only slightly in the demo.)
Five maps, each completely new and different to any game - All buildings, landscapes, everything built by myself, nothing is original SoM Stock.
Two new enemies. (one appears on behalf of Hwtvlf)
New textures on enemies and npcs.
Music composed and created by myself.
Art created by myself.
Rathmor Lore. (Use the Truth wand!)

A General interestingly different Medieval atmos!

There are a good two+ hours worth of playing time for the average player. Treasure hunters would probably spend up to 7+ hours.

Please, take time to view the readme if you dont know whats what. Actually, better to view it anyway.
And i'd love to hear from anyone about this demo, you can find an email address to contact me in the readme.
Please post any bugs here / email.

Enjoy!

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  SoM Damage calculator updated to v1.2
Posted by: HwitVlf - 2011-04-28, 03:02 AM - Forum: SOM Guides, FAQ and Help - Replies (4)

You will need Microsoft Excel (XLS) to use this or one of the freeware XLS viewers available.
HERE is the link to Microsofts free Excel viewer.

Enter your player's stats at top, and then a use on box below for each enemy in your game. ‎  The important info will "Hits to Kill" info on the left (red arrow in picture).


UPDATED to v1.2 (Attached). This update fixes a bug that was ignoring the "Enemy HP" field for all the enemy charts except the first.



Attached Files Thumbnail(s)
   

.zip   SoM Damage Calculator V1.2.zip (Size: 579.61 KB / Downloads: 191)
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