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  How to make an animated MDL
Posted by: HwitVlf - 2011-03-09, 06:55 AM - Forum: SOM Guides, FAQ and Help - Replies (11)

Moved here:
https://swordofmoonlight.com/bbs/index.p...ml#msg5507

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  Need some help or brainstorming...
Posted by: Verdite - 2011-03-06, 07:05 PM - Forum: General Discussion - Replies (14)

Meh. Been stuck with this for a while now, but tonight i saw something that inspired me and gave me confidence.

When i first started on my project i entertained the idea of keeping the player almost "trapped" amongst the confines of caves, high walls and the like... But since then i have become fond of open areas in other games... Maybe i'm forgetting kings fields' design and potential.

Just wondering, what do you guys think is the best way to restrict the players view from beyond a set area? Basically i'm finishing off my town construction and i dont want the player to see beyond a certain level.

I'm really tempted to go back to the cliff scene scenario...

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  Dark Souls
Posted by: Verdite - 2011-03-06, 06:56 PM - Forum: Souls Series - Replies (5)

https://www.youtube.com/watch?v=lc8fsve6u8M

Looks like a DS clone, not alot to find out about it just yet.

Interesting trailer though.

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  Some new shields
Posted by: HwitVlf - 2011-03-04, 11:10 PM - Forum: SOM Addons - Replies (9)

I might have sent these to you before Todd, but I don't think anyone else has them.
You can post them in your add-ons section if you like. I was holding them back to
use in my own game, but I'm going a different way now.



Attached Files
.zip   Shields.zip (Size: 142.41 KB / Downloads: 180)
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  Has anyone tried to get PS1 modles using 3DRipperDX?
Posted by: HwitVlf - 2011-03-04, 12:50 PM - Forum: General Discussion - Replies (30)

I know we can import PS1 models without textures, but has anyone tried to extract a PS1 model using 3DRipperDX?

For anyone who doesn't know 3DRipper works with DirectX to make a 3D 'image' of whatever your PC's video card is drawing at the time including textures and all.

As far as I know, it will not extract PS2 models while using the PCSX2 emulator. That emulator doesn't render the back of models (to save memory) so models come out 'flat'. It doesn't extract animations either of course- just stills.

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  Moving textures
Posted by: Verdite - 2011-03-04, 12:53 AM - Forum: General Discussion - Replies (4)

Is it possible to apply a moving texture to an item?

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  First original animated MDL successfully made!
Posted by: HwitVlf - 2011-03-03, 06:49 AM - Forum: SOM Guides, FAQ and Help - Replies (7)

The model's nothing worth using, but it's small step forward for x2mdl's proof of concept and one giant step forward for SoM's ability!

See the post on Mick's forum here for the details or see "reply 21" to download the model.
It's a chest type object with identical animations for 'open' and 'close'.
\<span> site blocked, contact your administrator/bbs2/index.php?topic=12.0

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  An 'elevation' triggered event in SoM?
Posted by: HwitVlf - 2011-03-03, 05:11 AM - Forum: SOM Guides, FAQ and Help - Replies (16)

People probably know that all event triggers in SoM go all the way up and down (on the Y axis) which makes a lot of scenarios hard to pull off. I just noticed one way SoM does sense the players Y-axis elevation that could be used in an event: 'pit trap' type Pieces trigger damage and a red screen flash when the player drops below ground level (ie into the pit).

This could be used to trigger falling to death scenarios or even (with a bit of work) variable damage based on how far the player falls.

Fall to death Example:
Event1 (Triggers when player walks off cliff)
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ 'Set Player's HP in counter0'
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ 'Activate Event2'

Event2(Always on) = 'Set Player HP in counter1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  "IF" counter0 is > counter1 [triggers when damaged by pit trap]
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ Change HP -999
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  "END IF"


Variable Damage fall scenario:
Event1 (Triggers when player walks off cliff)
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ "Begin Timer0'
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ 'Set Player's HP in counter0'
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ 'Activate Event2'

Event2(Always on) = Set Player's HP in counter1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ''Set Timer0's value in counter2'
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  "IF" HP in counter0 is > HP in counter1 [triggers when damaged by pit trap]
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  "Decrease counter1 by Counter2's value [reduces HP based on fall time]
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Set Player HP to counter1's value
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Move Object [raise invisible floor Object to stop pit trap's damage]
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Disable Event2
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  "END IF"

Pit trap Piece's don't seem to do much damage, but you can amplify their damage with an event similar to the 'fall scenarios' so they could be used for lava Pieces, or underwater air-deprivation damage also.
Might be worth the effort if it's important to the game. It's the only possible Y axis trigger I know of. :)

Edit: Made a demo showing the 'fall to death' trigger setup. It's attached.
‎  ‎ 



Attached Files
.zip   Pit-Trap Damage Trigger Demo.zip (Size: 19.41 KB / Downloads: 156)
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  Kings field item remakes for SoM
Posted by: Verdite - 2011-03-01, 02:49 PM - Forum: King's Field Series - Replies (4)

Here is my latest model of the Dark Slayer from kings field 2.

Download Darkslayer

[Image: darkslayer~0.jpeg]

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  Looking for info on PRF/CP file info for animated models . . .
Posted by: HwitVlf - 2011-03-01, 03:48 AM - Forum: General Discussion - Replies (7)

I'm trying to get the MDL importer tools to work and I've gotten an animated x file to convert to MDL and retain its animation, but SoM can't seem to access the animation in-game. I'm trying to figure out why.

I know Madison has done a lot of work on MDL CP/PRF files and I wonder if he or anyone has a breakdown on what locations in the files control. Anything like '$0e-0f control speed' would save me a lot of time. :)


Moved here

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