Sword of Moonlight Forum
Sword of Moonlight => SOM Addons => Topic started by: HwitVlf on May 20, 2011, 11:14:20 pm
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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 (http://www.mediafire.com/?a994r6s001j868l) Easter helm by Verdite (http://i22.photobucket.com/albums/b324/weissvulf/rabbity.jpg)
Airflame Sword (http://www.mediafire.com/?46gaet1ydghy6zc) by Air Flames Red (http://i22.photobucket.com/albums/b324/weissvulf/Airflame.png)
Shields (http://www.mediafire.com/?7ta4camvyrwe1kg) from HwitVlf (http://i22.photobucket.com/albums/b324/weissvulf/Shields.png)
Rose (http://www.mediafire.com/?gizfi4uiuu901ds) Items by Air Flames Red (http://i22.photobucket.com/albums/b324/weissvulf/rose.jpg)
Shackles (http://www.mediafire.com/?4de68ens3gl8n54) Item and MQO/MQX model by Air Flames Red (http://i22.photobucket.com/albums/b324/weissvulf/shackles.jpg)
Table scene (http://www.mediafire.com/?7ox9h2rvj1e74nk) Object by Air Flames Red (http://i22.photobucket.com/albums/b324/weissvulf/table.jpg)
Pedestal (http://www.mediafire.com/?nacx7n6dfnnd54h) Objects and Items by HwitVlf (http://i22.photobucket.com/albums/b324/weissvulf/pedestals.jpg)
New menu border (http://www.mediafire.com/?0fz7aav6pdf7mvo) by Scott (http://i22.photobucket.com/albums/b324/weissvulf/MoonlightFrame.jpg)
Plant Leaves (http://www.mediafire.com/?962pzn5j85xp5) by God (scanned by hwitvlf) royalty free textures (http://i22.photobucket.com/albums/b324/weissvulf/LeafThumb.jpg)
measuring stick (http://www.mediafire.com/?oo7vvzknz0kcwim) model tool by HwitVlf (http://i22.photobucket.com/albums/b324/weissvulf/measure.jpg)
Human (http://www.mediafire.com/?4mzvzubapx20mwm)skeleton for Keynote designed to meet SoM's needs by HwitVlf (http://i22.photobucket.com/albums/b324/weissvulf/SkeletonHuman.jpg)
Dog (http://www.mediafire.com/?waxsxc4h1zf52gr)skeleton for Keynote designed to meet SoM's needs by HwitVlf (http://i22.photobucket.com/albums/b324/weissvulf/Dog.png)
Map Piece swapping tool (http://www.mediafire.com/?sebtctt6thce436) (use more than 1024 Pieces) by HwitVlf (http://i22.photobucket.com/albums/b324/weissvulf/swapper.jpg)
Directions (http://www.mediafire.com/?rtif71cnlh1o396)for testing a map directly (instead of through the Map Editor) by HwitVlf (http://i22.photobucket.com/albums/b324/weissvulf/TestMap.png)
Enemy PRF Editor (http://www.mediafire.com/?euqnc1mitqwrg5d) by HwitVlf.(http://i22.photobucket.com/albums/b324/weissvulf/edit.jpg)
Map Piece size template (http://www.mediafire.com/?0729sl3gogakbz5) for Metasequoia by hwitvlf (http://i22.photobucket.com/albums/b324/weissvulf/termplate.jpg)
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Setting sticky, good idea! Nice sword too.
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Added Keynote skeleton for any dog-like model. Should be easier than setting your own up from scratch, or it might be helpful as an example if your learning the ropes in Keynote.
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Added an elegant table set object by Mark (Air Flames Red).
For reference, the table top is 0.8m high and most NPCs can be set at -0.8m Z to sit in chair.
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Wolf man, could i use that stick in keynote? How would i stop it moving with the rest of the model?
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I mainly meant it to be used in SoM to measure existing parts whose size is hard to guess at. But if there's a need in keynote, you could uncheck 'enable auto anchors' to prevent it from moving, or attach it to the root-bone so it stays centered on the model.
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From one of my daughters toys. Terragen render.
John, I'v mislayed the info on the measuring stick - sorry. 1 band =100cm?
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Excellent texture, how did you make it?
May i use this in Rathmor?
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Of course you may Ben - I would be honoured. I'm thinking now that its a bit too rusty but in answer to your question this was all painted in meta
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From one of my daughters toys. Terragen render.
John, I'v mislayed the info on the measuring stick - sorry. 1 band =100cm?
Very nice- not too rusty at all in my opinion. Didi you set the UV then paint the texture to match? I usually adapt photos to use as textures so I'm used to setting the UV to match the texture but that's probably not the most efficient.
1 band = 10cm (aka 1 Meta unit =1cm)
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From what I see John, Games people seem to do UVs then pack sensibly and magic up a texture that fits or can be shrunk to size. Looking around the net there are small images for free, so I guess you pay for quality from that method.
These new UV tools are really working out great, and thats the two from select menu. (The UV live thing had to go - kept crashing) Thiough I'm a bit confused as, did these not come as a single unit? They really are saving tons of time for me, esprcially with the higher poly stuff.
Anyway, just an incite: with the paint panel open / file / effect and I add fractal - about 6 or 7 times. Different colours, amount etc, then maybe noise, more fractals. Its quite difficult to get photo realistic without PSP or photoshop and images, but that not what I'm after.
So the rivets for example I just used a dark grey, cricled around it, then, with a smaller brush painted the fake specular on top. Normally I would paint this in the bump channel as well but using this as my specular.The alpha channel is transparency only so I tend to steer clear.The bump can be added later; ie spec done load a new grey and paint the bump.
Now I've got better control of the UVs this is gonna be my method, more or less.
I have some png images I made which I load via the 'figure' tab which would be very difficult to paint by hand, and things like text are difficult but I'm trying to get an artistic angle on it (even if its the 'pot luck' of fractals)
I've made a note with the measurements - the chair was confusing me.
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Just thought i'd butt in here, and add that with any type of texture work for an item that would or could be symmetrical, half the full model's texture could be used, and then once mapped to the (ideally) halved model, you can then mirror the model... So essentially if you have a 256x256 texture with only half of the blade mapped to it (and stretched as far as the bounds would allow) you can essentially create a 512x512 texture resolution with one texture. Just my input. Useful for custom enemies too. :wink:
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From what I see John, Games people seem to do UVs then pack sensibly and magic up a texture that fits or can be shrunk to size. These new UV tools are really working out great, and thats the two from select menu. (The UV live thing had to go - kept crashing) Thiough I'm a bit confused as, did these not come as a single unit? They really are saving tons of time for me, esprcially with the higher poly stuff.
I'll have to try that UV method. I used to build plastic model kits and paint and 'weather' them by hand, so I have some knowledge about shading techniques, but it's quite different to pull it off in a digital format.
I think those 3 UV tools were made by the same guy, the 'Live' one just saves pinned vertices in memory which causes crashes sometimes. I noticed Keynote's maker has an LSMC (Lithuanian State Merchant Corps?) unwrapper plugin on his site. It might be worth trying.
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And what the Lithuanians don't know about UVs ain't worth knowing!
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Added a SND converter. Mainly for converting SoM SND files to playable WAV format and back to easily hear what they sound like. Posting it incase anyone is working on SND effect files right now. Might work for other WAV files > SND. Best luck with non-compressed mono, 16bit, WAVs. Use with care (backup sounds first etc).
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This sound converter is great, but do i need to hex edit anything to make it show up in the system editor?
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No, you just have to open sound.dat (in 'data\sound\se') in Notepad and enter the new SND's name after a comma on an empty line. So if your new sound is a "deathcry" you would name the file 0500.SND and type "deathcry' after the 500, in the sound.dat.
Of course, the main benefit will be when we can easily add/change enemy sounds. I just finished deciphering Enemy PRFs yesterday so that point may not be too far off. The PRF has some really cool spell customization features. Unfortunately, cpgen still isn't handling CPs right so some features (multiple spells and flame) may not be available in custom models till Mick works out the bugs.
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Thats great news :)
Thanks alot for this wolf!
By the way i just tested this and the file is cut short by about 2 seconds. Is that normal?
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Found a math error that was making a problem- sorry. New version here (http://www.mediafire.com/?9b1uvrbuy5zyyws).
I mainly made this for playing SoM's SND files so it isn't very tolerant of other different WAV formats. I can try to broaden it in the future, but for now, WAVs need to be in non-compressed 16bit/Mono/11KHz. The 'cut short' problem you were having Ben is probably because your source WAV was 22KHz.
Switch Sound (http://download.cnet.com/Switch-Sound-File-Converter-Plus/3000-2140_4-10327491.html) is a very good tool that can convert your sounds to the needed WAV format.
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I use Audacity for all my audio needs - its free and has a long list of modifiers.
Made a really strange discovery. I changed my audio format to as stated, and by doing so my audio file - being a noise recorded from bats, sounded like a chimpanzee's laughter.
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Hmm. that would make a freaky enemy a chimpanzee with bat wings!
Is the "chimpanzee laughter" effect being caused by the converter or audacity?
Sounds in SoM should sound just like they did when they were a WAV, or something is going wrong.
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It was made by audacity - when i dropped the sample rate as required the noise slowed. I just use the tempo increase to fix it.
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Cool, there's a setting in the PRF to change sound pitch so maybe you can use you bat-squeak effect for a rabid chimp enemy too! :rainbow:
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Thats a creative idea! Though i do like chimps - i think the strange 'evolved on melanat' jumping 'ape' is more fitting for SoM.
The Mogle!
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Added Creatura's Excellector :wink:
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Actually I think you should remove my Excellector for now, because this version that you uploaded is crappy.
Plus I'm going to make a better texture and I'll provide you with a model so you can put it here.
And @Airflamesred: how do you manage to render with shadows? do you use something else than Meta?
Because I wanted to give a little depth to some of my pictures and I needed shadows but can't get them.
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Im pretty sure he uses terragen.
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Ok, tell me when/if you want it posted here :)
I thought it looked good!
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Yeah there's no shadows from meta. As Ben sais, Terragen 2 for my renders which, with some work, can make most thing look good. Surely its what it looks like in the game is that counts. This is where you guys have the edge over me.
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Here's a neat little frame I made if anyone would like it. Just drop the frameS2 file into C:\Program Files\KF\SOM\data\menu
This will replace the menu frame 4 in the system editor. I'm not sure if anyone would use it but here it is as well as an ingame screenshot of the frame.
EDIT: I changed the frame a bit to make the highlighted option more noticable. Updated screenshot and frame below.
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Nice, I like the colors and the design looks clean. Archived it to the top post so it doesn't get buried. :wink:
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Yay! I made something good for once, lol. :biggrin:
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Yeah its good - similar design to my games frame what with the sword instead of a ball.
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I kinda got bored and thought I should try to make a new frame for future reference. It's nothing I'd use myself, it was mostly practice but I thought maybe someone else may use it.
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What kinda frame would you use? Just out of curiosity.
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I don't really know, maybe replace the moonlight sword with the Arcane blade (my new avi pic) and change the colors. I'm not really sure yet.
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SoM stretches the square bar for wider boxes such as the item display in the inventory window. So it kind of limits you to adding extra graphics and whatnot to the square unless you dont mind them looking stretched pretty bad.
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I scanned some plant leaves from my garden. Not all of them are great, but they're high resolution, mostly clean and in PNG format with the backgrounds set as 'invisible'. Ready to photoshop into plants/vine textures - here. (http://www.mediafire.com/?962pzn5j85xp5)
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If you want turnip ive got turnip.
I hope everyone gets a bite. Feel free to grab my turnips!
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If it hasnt been posted yet, there is a great free site to get good textures:
cgtextures.com
It has tons of plants, leaves and tilable graphics all sorted into nice categories, I spent a whole week downloading every free file they had at one point, maybe Ill upload a texture pack addon here now that we arent necessary limited to 256 x 256.
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Heres a texture pack. Its got a flowerhead, raspberry leaf, a big flat leaf :dazed: and a strawberry... In 256x256 dimesions and kuro background. Part of a tree brach among others.
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Nice Ben. I can use some of these for what I'm working on right now. I liked your turnip from the demo it'll go nicely with the turnip leaf :rainbow:
cgtextures is very good site. Well organized and the pictures are clearly taken with 3D modeling in mind which makes it easier to 'photoshop' a usable texture. I've been collecting modeling resource links in the Metasequoia thread so I added it there.
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Here's the recolored seals if anyone wants them. They are also double sided unlike the stock magic seal.
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Sweet, Ill try to remember how to load these on the customs page ><
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Wow, it's been almost a year since someone last posted something here. Well let me fix that with a pile of shiny gold coins! Made by HwitVlf. All I did was convert them into a format SoM can use. I'd also like to point out that this will replace the default gold coin dropped by enemies. So if for any reason you would like to keep that make sure to make a backup of gold.mdo first.
:coin: :coin: Enjoy :coin: :coin:
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:beerchug:
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Here's a hedge tower based on the one from the Forest of Varde in King's Field 2, it's pretty much a re-texture of the rampart tower from the default SOM outdoor set. If it's too tall, it can be lowered in the editor to fit the desired height, just like the other tower. :smile:
Warning: This overwrites map piece #866.
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Retexture on the snail, made during some chillout time.