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Brigandine GE : Hex Edito...
Forum: Brigandine: Grand Edition
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world of fire
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Vault of ideas(Mods/hacks...
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In game menu translation
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Hello! :D
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Unable to climb stairs ma...
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Mista Fopa didn't give a ...
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Wiki rendering issue.
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hex editing - need help |
Posted by: dmpdesign - 2011-04-01, 01:58 PM - Forum: SOM Guides, FAQ and Help
- Replies (4)
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Ok, it bothers me that I cannot figure this out.
I assume John or Ben could probably answer this in a split second so I will just go ahead and ask.
If I open a prf with xvi32 and want to edit its contents, I have always been sure to name my .mdo's the same length as the model I am writing over for example...
If in the prf I have a section that says:
Weapon: Excellector (1) 00 00 00 00 00 00 00 i997.mdo
it has x number of characters for the name, a certain number of spaces then 4 characters for the model name. suppose I am running out of ixxx.mdo numbers that will fit and I just want to call it whatever the name of the model is...so maybe something like this:
Weapon: Silvarion 00 00 00 00 00 00 00 silvarion.mdo
No matter how I try, this never works, if I dont keep the proper number of characters in the weapon name followed by x number of spaces and x number of characters for the model name the file breaks. I can assume this is because SOM is searching for a specific hex slot for the item type and so on, but I guess my question is, do either of you know an easy way to plug in the name you want and the model name you want without breaking the file? If I just have to remove some of the 00's between the name and the model to get the rest of the file to be on the same hex then thats cool, I can figure that out, but I just thought I would check.
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King's Field 2.5 - my next game with SOM |
Posted by: dmpdesign - 2011-04-01, 06:41 AM - Forum: SOM Games General
- Replies (26)
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Hopefully people won't be bored by the concept of yet another inbetweener sequel to the series...but I just love the KF universe and feel like expanding on the stories so well created in the original games.
What I have planned will follow the heroic story of another character in the KF universe who was able to attain the title 'swordmaster'. To my knowledge there was swordmaster houser (king alfred's father), his truest friend swordmaster Olivier Veyrac. It also mentions in the KF3 lore that David Silviera was able to acquire this title.
In Dark Destiny I hint at two sons of the great sword master olivier veyrac - i named them Daniel and Nathaniel. In my new story, Nathaniel was a young soldier alongside the courageous soldier David Silviera when they were both young and newly enlisted in the royal army. Both outstanding fighters, they return from an assignment where they are awarded knight status by the current king - one Jean Alfred Forester, during a time of peace shortly after the return of the moonlight sword by Alexander Regginis. This ceremony will basically be the opening of the game, and for a change King's Fieldians will get a glimpse of Verdite during its golden age, whre the castle stands proudly as a testament to the holy king. You may even catch a glimpse of Austin Lyle as a toddler running about the courtyard while his mother looks on.
The festivities will soon end of course as a nameless scourge will drape the land in darkness once more...the two young captains will set off on an epic journey that will tell the story that molded David Silviera into the fearless leader he will become by KF3.
Hopefully I will be able to make progress on this game by end of the year, but it will be a long time working on this. Just thought Id give everyone a heads up that I am actually going to make another game thanks to the great support of the forum members here.
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Metaseq Projection tutorial |
Posted by: Verdite - 2011-03-30, 02:39 PM - Forum: SOM Guides, FAQ and Help
- Replies (51)
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Hello.
Image projection in metaseq.
Enjoy!
Please see my latest tutorial here.
How to unwrap and bake textures in Blender
Step 1
Make sure both obj and mat panels are available
In the mat panel, double click you're material.
Go to the ref tab and select your texture from the root folder.
Step 2
Go to the UV tab if not already there, and click the select all button.
Behind the object is the texture. hold down the right mouse button and move forward / back with the mouse to select projection distance.
You can shift the texture around the screen with the rmb.
Step 3
Hit project.
Step 4
To select another material, click on another material reference in the tab and select you're texture there if you havent already.
When a texture is loaded into that reference, you only need click on it once to bring it up in the UV edit.
In this model's case, the face textures are assigned to different materials in the tab. If you want to select a part of, say the handle, use the rope function to select it, and you can simply create a new material and go to selected -> set material to faces. When you do, you'l be able to edit it, in the UV panel.
If you want a material to be mapped straight, or sideways, etc, then rotate you're model first before projecting. Rotation in the UV editor is very hard to use.
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Texture Tutorial: Alpha to black |
Posted by: Verdite - 2011-03-27, 02:16 AM - Forum: SOM Guides, FAQ and Help
- Replies (8)
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Texture Tutorial: Alpha to black
Greetings. As many of you know, SoM uses pure black to create a see through hole in a texture.
I've recently had trouble with alpha channels in stock textures, and i couldnt find any guide or faq to indicate how to turn alpha into black. So i decided to make this tutorial, which will guide you through the conversion process.
You'l need GIMP (open source / free) and you're own stock textures. The one i'm using is free, and from a website.
Step 1
IMPORTANT: If you want the best image possible without gray/black pixels around the edges, resize you're image to you're needs now. My image is a much higher resolution for tutorial purposes.
SoM's maximum texture output resolution is 256x256.
Load up you're image into GIMP. Go to "Edit" and "Copy."
Step 2
Go to the "colours" tab in the top bar, select "desaturate" followed by the ok button. For this tutorial ill be using the default selection of lightness.
Step 3
Go to the "colours" tab again and select curves (1st reference). Drag the line from the middle to the top left corner, until you're texture turns white (2nd reference).
Step 4
Click on the magic wand lookalike icon in the toolbox, called the fuzzy select. Click anywhere on the white of the image and it should outline the whole white area.
Then click on "Edit" then "Paste into" while everything is still highlighted.
Step 5
Ok, heres the technical part.
Click ONCE inside the texture's area.
That should highlight what you are aiming for.
Now, click "Edit" and "Copy."
Step 6
Go to file, then new. Gimp automatically picks up what you're previous image size was, so dont worry about size adjustment. Click ok.
In the toolbox selection, go to the "Bucket" icon. Select 0 on every colour, like in my screenshot.
Bucket fill the area by clicking anywhere.
Now go to "Edit" again and "Paste." Click anywhere on the texture to anchor the layer.
You're image should have no issues. However bear in mind that if you choose to resize now, you will get gray/black pixels around the leaves in game.
I will show you how to have no gray/black pixels in more detail, in the next tutorial.
Cheers.
Verdite
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