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Tile gap!!
Forum: SOM Guides, FAQ and Help
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Need help translating the...
Forum: SOM Guides, FAQ and Help
Last Post: ShatteredSpades
2025-04-25, 07:32 PM
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(LOST MEDIA???) The Lost ...
Forum: SOM Games General
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Tutorial Images Missing
Forum: SOM Guides, FAQ and Help
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Brigandine GE : Hex Edito...
Forum: Brigandine: Grand Edition
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2024-11-26, 06:30 PM
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world of fire
Forum: Diadem of Maunstraut
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2024-11-07, 06:32 PM
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Vault of ideas(Mods/hacks...
Forum: Brigandine: Grand Edition
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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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What info should go in a SoM help file? |
Posted by: HwitVlf - 2011-04-04, 10:59 PM - Forum: General Discussion
- Replies (1)
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I have wanted to make a downloadable guide to go with SoM for awhile and Diver suggested enabling the standard Windows F1 help popup in SoM's editors. I don't know if I'll have time to put together a decent help file but:
Does anyone know if the F1 key is already used in any of the editors?
What aspects were hard to learn when you started SoM?
I'm thinking IF,OTHERWISE explanation, and basic Event/Page controls, basic how to use Counter, and perhaps a basic explanation of damage calculations.
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Kings Field TAC playthrough... |
Posted by: dmpdesign - 2011-04-04, 02:29 PM - Forum: King's Field Series
- Replies (8)
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Just wanted to say Ive recently had a break from projects and have several brand new unplayed games sitting at my house I wanted to dive into...however for some reason when I went over to my shelf to pick up a game I decided instead to dust off Ancient City as it had been years since I had played it.
I have to admit, my experience with SOM, making a KF style game and so on has really changed my view of this game. A while back I was nothing but a naysayer complaining about the many aspects of KF4 that I didnt care for compared to the rest of the series. This play through however has opened my eyes quite a bit to the parts of KF4 that make it quite a good game...I cant explain why, but this time the game just clicked for me.
Maybe its because I am actually reading the lore/information about this game for what it is rather than comparing it to the rest of the series.
I can say this, I am thoroughly enjoying every minute of it and have completely changed my mind. I think it is a great game and I am sorry I ever said otherwise:)
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Chapter 1: Death to the Hermit! |
Posted by: johnnypark66 - 2011-04-02, 12:47 PM - Forum: Wicklow
- Replies (2)
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The Game is divided into "Chapters". To get people acquainted with the world of Wicklow, I'll be discussing the first chapter: Main characters, setting and story.
Main Characters:
Devyn Glyn - Lord of Wicklow
Cyric Rhys - Duke of Trevera and Lord of Castle Roscath
Tristen Price - Advisor to Cyric Rhys
The Hermit - Name unknown at this point
Dakr Gremmil - Elf of Treveran Lore, rumored to still be alive
Setting:
The game is set in a new colony of Igleck called Trevera. Trevera is built among the ruins of a group of elves that mysteriously disappeared. Only one functioning structure remains from the elves: An ancient temple that houses a huge crystal that still powers to this day a magical barrier that shelters the settlements of the south from the wilderness of north. Soldiers from the Treveran capitol of Roscath have started a fraternal order called the "Temple Gatekeepers". This order was formed after the group of soldiers learned how to turn the magical barrier on and off. Around that time, an expedition to the north was carried out which prompted one of the soldiers to create a journal after being the sole survivor to return. The book is call "The Other Four", it chronicles four different terrifying monsters that rule over four territories: Lake Cullen, Burkeen Forest, Barrow's Beach and The Cliffside. Since the return of that soldier, the expeditions stopped and the "Temple Gatekeepers" kept the barrier active at all times save a direct command from Cyric Rhys to temporarily open it to banish criminals.
Wicklow is the newest and most northern settlement of Trevera. Other older settlements (such as Roscath, Waterford, Blainroe, Rathnew and Dundur) are grouped to the south. The Capitol Roscath was built on the twin rivers while Waterford and Blainroe are each built to the south of Roscath each on one of the twin rivers. Dunbur is a village in the mountains to the west while Rathnew is a village on the cliffs to the east. North of Roscath is a small camp called the "Northern Outpost" which is a trading station built on the main river before it divides in two. North of the northern outpost is the Ancient Temple with it's barrier. Wicklow is just east of the northern outpost. The "Treveran Miner's Guild" is just south of Wicklow.
Wicklow (the game's starting point) was founded when rich mineral deposits were found in that area. There have been two previous Lords: Brasil Glyn and Anwyl Glyn. Both had very long and successful reigns. Devyn's father died when he was ten so he was groomed as a prince until his grandfather Anwyl died of old age. Devyn was then thrust into the role of Lord and protector of Wicklow at the young age of 27 as the fourth generation of his family to reign. Although Wicklow is the youngest village it's mineral deposit exports rank it number one among the Miner's Guild. Devyn Glyn serves as a member of the Miner's Guild along with the other Lords of each village. The Guildmaster is a personal friend of the "Glyn" family.
Story:
Tragedy has befallen Trevera! A mysterious disease has krept up from the south as far as Castle Roscath. This is no ordinary disease and it threats to wipe out Trevera. "Is this what happened to the elves?" howled Tristen Price. The king's adviser is certain that the former adviser who was charged with the death of Cyric's son and banished to the wilderness is responsible for this treachery as part of his revenge. "Death to the Hermit" he shouted. Only one settlement is not yet affected by this plague and it is the young village "Wicklow". upon receiving a letter from the Duke by way of a raven messenger, Devyn learns of the situation to the south and accepts Cyric's plea for help in hunting down and killing the hermit. After finishing the letter, Devyn echoed the cry of the Duke's adviser as he ran to the center of the village yelling "Death to the Hermit!" The stunned villagers listened to their leader with a terrifying stare. Some said "Will we be like the elves? Stricken from this land in the blink of an eye?" "Not so!" retorted Devyn, "I am going to personally hunt down and kill the hermit to end all of this, the God's have not forsaken us." ...
-JP
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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
![[Image: step1bs.jpg]](https://img822.imageshack.us/img822/7218/step1bs.jpg)
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
![[Image: step2rr.jpg]](https://img713.imageshack.us/img713/3464/step2rr.jpg)
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
![[Image: step3h.jpg]](https://img695.imageshack.us/img695/9243/step3h.jpg)
Hit project.
Step 4
![[Image: step4n.jpg]](https://img856.imageshack.us/img856/5760/step4n.jpg)
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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