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Sword Of Moonlight Games => Games (Dormant Projects) => Curse of the Pharaoh => Topic started by: Xtremez on March 16, 2011, 07:51:28 am

Title: Curse of the Pharoahs
Post by: Xtremez on March 16, 2011, 07:51:28 am
Good day everyone, and thanks for letting me in on this chat string!

Well, let me introduce myself, I'm Xtremez, been a fan of all the KF games since PS1 came out with "KF2". So onto the next subject, I've been working on a new game called, "Curse of the Pharoahs". Has a number of different levels, Abu Simbel, Deir El Bahri, Kom Ombo and a few others, like a Labrynth w/ a Minotaur boss, etc. Being an Architect and Archealogist Im somewhat anal about the detailing and design of the maps, helps accuracy and intent anyway.

Well have most of the levels complete and need to start seeding the maps w/NPC's and Enemy's wanted to know if anyone would be interested in running thru what I have and giving me some pointers?

Write back and let me know! Thanks!

Xtremez
Title: Re: Curse of the Pharoahs
Post by: Verdite on March 16, 2011, 09:54:37 am
Yeah lets see it! Im sure us three main members will be happy to test it!
Title: Re: Curse of the Pharoahs
Post by: dmpdesign on March 16, 2011, 11:22:10 am
Certainly would be, feel free to PM me and we can get you set up with webspace to host your demo for testing.
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on March 16, 2011, 08:02:36 pm
Very happy to meet you xtremez  :smile:
New Fing's Field-ians are always welcome. I think any of us here would be happy to help you with questions or testing so feel free to ask!
You can contact me at weissvulfATyahoo.com if there's anything I can do to help.
It will be very interesting to see what an archaeologist/architect does with recreating Egyptian landmarks.
Title: Re: Curse of the Pharoahs
Post by: Xtremez on March 22, 2011, 03:19:38 pm
Thanks to all who responded! WOW, greatly appreciated! Glad to know some of us old die-hards are still out there. As for how an Acrhaeologist/Architect will do recreating some Egyptian landmarks, well, Im somewhat limited as to the map pieces. Lets say I've had to be "creative" with the map. As for the maps, they take awhile to say the least, when trying to scale them correctly isnt always possible do to map size availability so.....Seti's 1 tomb for example, had to put a 180* turn in it, but for the most part, its kewl......what I need is a few objects made, i.e. a Pharaoh standing and seated, a scarab......just the usual stuff to accent the environment. Anyways, I apologize for the delay in responding, work has me slammed and didnt expect many to post. Will give an update everyday or so, now, lol. AGAIN thanks to all who responded and need to know who to give the .som file too. Will be happy to email it to anyone! Cheers!

X
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on March 23, 2011, 07:45:45 am
You should put some in-game background story for the historical places in your game -at least I think that would be cool.
There was a historian character in Final Fantasy 10 that traveled around and would tell you long stories about areas in the game.
He says one of my favorite lines from that game- after he's told you a big long historical tale about "who did what to whom and why in ancient days", he finishes by saying "... or maybe not. Who knows?" Kind of sums up the role of the historian- trying to draw a solid conclusion about a past world from little surviving fragments. While still keeping his mind open enough that he doesn't confine his thinking to a fallacy. . .  or maybe not. Who knows?  :tongue:

Anyways, I put together a couple Egyptian themed parts (attached) that might work somewhere. There are positioning issues with the process that converts models to SoM's format so the Pharaoh needs to be set high (+0.7 Y should do it) and 'no shadow'.

Were you wanting a scarab item like a ring/necklace or an actual scarab beetle model? It would be pretty easy to make a 'wall tapestry' sort of item that you can texture with any Egyptian pictures you liked- if that would help. :)
Title: Re: Curse of the Pharoahs
Post by: Xtremez on March 24, 2011, 09:14:57 am
Thanks for responding, Well..........downloaded your zip, when I get home will open it and check it out, sure its really kewl and THANKS FOR TAKING THE TIME. I'm exceptional w/ maya, bryce, cad, poser. Starting to mess around with meta seq., just not proficient at it yet. Of course there are the traditional "enemys" to mess with, scorpion is nice as always, in the first few levels anyways. Was thinking of some small scarabs to attack your ankles to pester you, and maybe a big one for a level boss, who knows? Lol. Im really feeling confined to using the obj's, item's, npc's, etc. that are semi standard. Still cant find a moving water pieces to use instead of the dead blue tiles. I found so pieces actually, but cant get them to load in the obj or item folder, maybe Im doing something wrong.
Anyways only have 6 levels complete, meaning the level enviroment, levels are complete except for enemys and npc's. Figured getting the maps down is the hardest and most time consuming part, adding them is easy.
Like your idea for the story line. I was planning on doing something like that, have npc in local bazaars to talk to, give a little info, etc.
Also, I have at least 4 to 6 more levels possibly more that I want to create. Been putting in a couple hours a night on it and again trying to pic and design certain historic places that actually fit within the confines of the map board. Working on Kom Ombo now, wanted to do Karnak, but WAYYYYY to big for the map!

If you think of anything Egyptian or Roman, shoot them on my direction, will definately add your name or anyone that wants to help, I have no problem with a "group effort". The goal is to make the BADDEST SOM game yet, well at least the biggest and longest.

To everyone ........... shoot me an email if you want!                EDGUSVI@HOTMAIL.COM   

THANKS AGAIN FOR EVERYONES SUPPORT! SHOULD HAVE SIGNED UP YEARS AGO!

Aubrey -- Xtremez
Title: Re: Curse of the Pharoahs
Post by: Xtremez on March 25, 2011, 08:02:09 am
WOW, the gold statue and Pharaoh are incredible! THANKS ! I need to learn to make stuff like this!
Im using the "stock" accessories w/ the game, and again feel way limited w/ what I want to accomplish, your pieces are GREAT. If you have anything else, would love to use them bra!
Shoot me an email when you get a chance and again I cant express my THANKS enough!

X
Title: Re: Curse of the Pharoahs
Post by: Verdite on March 25, 2011, 09:46:03 am
Hello!

You could manage karnak - by splitting up the "map" into individual maps, then setting up a warp, like so...

You coud have 4 maps of karnak. Huge area but hey, if you're determined, you'l do it! Having said that though, just walking about isnt a great deal of fun, it'l need items and enemies to find, and if you've completed one maps worth of interaction-ables (??  :biggrin:) you'l know its very time consuming.
Title: Re: Curse of the Pharoahs
Post by: Xtremez on March 25, 2011, 10:25:59 am
Verdite, Thx for the response. I'm way determined, and yes.........IT TAKES TIME! I was wondering on the original set of KF games, between some levels they have a level door that opens and closes, in warping to the next level the door opens and you walk thru, note: seeing the new level in front of you as the door opens. I'm new to this so bare with me here! Anyways I can live with that, but the only thing I've been able to accomplish is the "actual- white in, white out" old skool warp.
How did KF orig. do the open door warp, where you see the next level as it opens ? Is that accomplished by setting the end coordinates to a "tile" in front of where you started? Thx by the way! Im really serious about completing this game!!!
Any ideas, hints, tips, obj's, items etc are SUPER HELPFUL!

X
Title: Re: Curse of the Pharoahs
Post by: Xtremez on March 25, 2011, 10:35:53 am
Yeah, the only things I havn't really seeded the map with are "non-necessary" enemy's, npc's, etc. As for all the objects, items,etc and "needed" enemys that drop stuff, i.e. keys, weapons etc are all seeded, just need some really kewl "egyptian" stuff to complete the environment. So running through the maps I have complete now are all the necessary stuff to advance to the next lvl, open chests, you know. Give me this next week to complete the maps I have and will post it for everyone to try and give me tips and pointers.
NOTE: Once I have completed the FULL game I plan on remaking the game exactly in the Tomb Raider 5 game engine and turning it into a 3rd person viewable game like the other TR games. Should be super kewl when done.
Verdite, thanks so much for all your help, and everyone else TOO !!!

Xtremez-Aubrey
Title: Re: Curse of the Pharoahs
Post by: Verdite on March 25, 2011, 11:28:24 am
Thing is, setting up a warp near a door makes that door, and OTHER doors open automatically. dmpdesign and myself discussed this, basically in dark destiny theres a warp point from one level to the next and its right after you open a door... dmpdesign told me som saves this "flag" in the save, and it meant even sealed or locked doors would open before me, as if by magic.

My advice would be to set up a warp into level, then depending on you're distance output (default being 30) you should leave that amount ahead of you in the original map (where you warp from into the next map) and create it exactly as it would be in the map you are warping to. So you'd set 15 (id say about 17 to be safe) map pieces ahead of the warp, so that you could see ahead before you warp. Thing to remember is, if you have different fog or sky settings, this can be a real problem, because the transition from one fog to another isnt smooth, its sudden.

If you wanted to enter a new fogged area, then you'd need to setup a "middle" area you warp to, which has no fog at all... like a building with a roof.

I can fix you up a sample project if you need. 

Oh, i have an egyptian dagger, from egypt. Its very traditional looking :)
Title: Re: Curse of the Pharoahs
Post by: Xtremez on March 25, 2011, 11:56:20 am
V,
Thx bra! I understand, will give it a try!
HEY the dagger sounds sweet, anything like that will greatly help. Either post here or my email is:

edgusvi@hotmail.com

As I said, Im still ......WAY..... a newbie at this! But learning quick. I've loved the KF series since it first came out years back, I remember sitting on the floor in the basement at my buddies house taking turns playing KF"2" and TR 1, they were so cutting edge, at the time, couldnt put the controller down, lol.

I always said if I could ever get my hands on the lvl editor or game engine I would design one, exactly to scale of all the kewl places on earth. So.........I did and here I am now. If you think of anything just forward it on. Gotta get back to work will chat later and thx again bra!

X
Title: Re: Curse of the Pharoahs
Post by: dmpdesign on March 25, 2011, 01:34:39 pm
Xtremez,

Im sorry I havent posted anything to you about your work, I am glad youre working on it, I have been so busy I havent really visited the forum in almost two weeks.

If there is anything I can do to help out let me know and if you need web space to post pics/demos etc just say the word.

Gonna download john's egyptian pack tonight and have a peek at what he made :)
Title: Re: Curse of the Pharoahs
Post by: Xtremez on March 25, 2011, 02:42:00 pm
DMP,
Thx bra, Im sure I will be asking questions! Will definately post some screen shots tomorrow, Would LOVE to see the Egyptian pack! You can send it to my email I listed in the last post! Thx to everyone for being patient and helpful, this is a great forum!

Xtremez
Title: Re: Curse of the Pharoahs
Post by: Verdite on March 27, 2011, 09:15:53 am
Looking forward to seeing the screens :)
Title: Re: Curse of the Pharoahs
Post by: dmpdesign on March 27, 2011, 10:19:12 pm
Er oops I meant the stuff weissvulf had already posted   :redface:
Title: Re: Curse of the Pharoahs
Post by: Xtremez on April 09, 2011, 10:06:09 am
Unbelievable, I actually get one day off this month...........so, will be working on posting level pics this weekend and finishing up some levels for everyone to check out! Have a great weekend to all !!!
Title: Re: Curse of the Pharoahs
Post by: Xtremez on April 19, 2011, 09:38:05 pm
Deir El Bahri - Looking down on the middle court
Title: Re: Curse of the Pharoahs
Post by: Xtremez on April 19, 2011, 09:42:19 pm
Chapel of Hathor
Title: Re: Curse of the Pharoahs
Post by: Xtremez on April 20, 2011, 01:09:08 am
Abu Simbel - Looking thru the Temple of Ramses II into the chamber of souls
Title: Re: Curse of the Pharoahs
Post by: Verdite on April 20, 2011, 05:26:15 am
Looking great!!
Title: Re: Curse of the Pharoahs
Post by: dmpdesign on April 20, 2011, 12:10:49 pm
Very nice, keep it up!
Title: Re: Curse of the Pharoahs
Post by: Xtremez on April 20, 2011, 11:31:08 pm
Does anyone know how to get around the 512 object limit in the map editor?
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on April 21, 2011, 11:46:28 pm
Nice pictures! I watched a documentary recently about how the Egyptians built pillars like the ones in your picture- by placing the first rock that would be the pillar's base, then piling dirt around the rock to use as a ramp to stack the next rock and so on. When they placed the top pillar rock, they slowly removed the dirt and carved the pillar sides into shape on the way down. And here I always thought they made their pillars with the same alien levitation ray that they used to build their pyramids  :tongue:

You can convert most Objects into Items without a lot of effort. Items have their own limit (separate from Objects) so that helps some. I think Tom (who made Diadem of Maunstraut) just copied the contents of the "OBJ" folder into the "ITEM"- I don't think it ever caused any problems.

You can also divide your big maps into smaller linked maps, but that might take a bit of work if you're already underway.
Title: Re: Curse of the Pharoahs
Post by: Xtremez on April 22, 2011, 08:49:20 pm
Thanks! I tried converting a few to items, but you can walk thru an item ..........? Kinda cool depending on if you want to conceal a hidden door or something, maybe a waterfall. More plants, I need more plants. The pot/urn takes up one as does the plant.........
I getting ready to snap, I want to shit my map over four spaces and have to delete and re-seed 500+ object and items..........killing me.
I also need to figure out a way to take the outdoor grass cliff set and make it into a sand texture.....GOT ANY IDEAS?
Im not proficient w/ metasq yet, need to practice for sure.
Title: Re: Curse of the Pharoahs
Post by: Verdite on April 23, 2011, 05:37:46 am
If you want alot of objects in one area, thats easy to do... If you want a certain vase - like an egyptian style one, ill make one for you, and i can make it so that 3 stand in one area rather than one - it'l count as one object.

I done a quick fix up of a texture for you. Not sure if its what you wanted, but here it is. I can easily change the texture again. Just pop this txr file into your texture folder in the data / map / texture folder and replace (or make a backup copy) if you wanted something with more vareity, let me know and ill make you something.

If you do want something, give me a picture and ill work off it.
I'm gonna upload my temple set - its quite egyptian looking.

Title: Re: Curse of the Pharoahs
Post by: Xtremez on April 24, 2011, 09:28:28 am
Hey, thanks man, greatly appreciate the help! The texture looks great, but the color could be a little more on the "yellow" sandy end of things. Seems I use the "Colesseum floor" alot", maybe something color compatible? As for the map set, got the email, and dl'd it last night. Gotta check and see which ones this overwrites. Right now I'm limited as to what I can do with the "stock" engine, soon, very soon, I'll put the time in to learn meta and then my limitations will be far less.
This 512 object thing is killing me!
I've also been messing around with traps, cant seem to get them to work. Possibly an action assignment issue, or a problem between the chair and keyboard no doubt, laf? Have always loved the arrows! And the swinging blades........classic. I will mess with them a little more, maybe I'm doing something wrong?
Really need your help in making a scarab beetle, something small, like the baby termites KF had, something small and dark, could possibly use the original termite sound bite. Wouldn't do much damage, maybe 1 pt, but have hundreds of them pour out of a wall or something cool.
The more I get into making this game the further I find I am from the finished product. So many things I want to do.
I have 6 or 7 maps designed, mostly finished. Would like 15 by the time I'm finished. Mapping actually seems to be the easiest, quicker then seeding all the objects and items, etc.
Anyways will check in again, thanks for the help!
X
Title: Re: Curse of the Pharoahs
Post by: Verdite on April 27, 2011, 08:14:57 am
Yeah ill make you a scarab, i'm trying to work to my deadline for my demo though, so i may make it in may if you can wait?
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on May 02, 2011, 01:33:54 pm
Quote
I getting ready to snap, I want to shit my map over four spaces and have to delete and re-seed 500+ object and items..........killing me.
Not sure if it will help in your situation, but SoM can copy a map with Object/Items intact. In the Map Editor, go to "Pick Map" and use the Copy/Paste. It might be easier than moving things manually.

I've also been messing around with traps, cant seem to get them to work. Possibly an action assignment issue, or a problem between the chair and keyboard no doubt, laf? Have always loved the arrows! And the swinging blades........classic. I will mess with them a little more, maybe I'm doing something wrong?
Make sure you have the trap's damage set in the parameter editor. Sickle and Iron Ball traps should work normal when placed on a map. you can start and stop them using the "Object's animation On Off" command in an event. The Arrow trap works the same way, but make sure you also set it's range in the Parameter Editor. As for the spear traps, I don't know if anyone has ever been able to make them work normally. They might be bugged.

Quote
The more I get into making this game the further I find I am from the finished product. So many things I want to do.
Ha, welcome the the SoM club! :)
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 03, 2011, 05:06:49 pm
Wolfman,
Thanks for the advise.
Well, my OCD is starting to show. What I need is a bigger allotted map arena. Hey question, I've been using Bryce and Maya for years with work for architectural skinning, what types of file extensions does SOM accept? I can export from either Bryce/Maya in a dwf format. then possibly convert/open/save in another format SOM prefers? This would allow me to tweek shapes and textures in literally seconds. Yes/No? Got any ideas.

Title: Re: Curse of the Pharoahs
Post by: HwitVlf on May 03, 2011, 06:31:28 pm
Wow, if a whole map grid is feeling confining to you, you must be making a huge sweeping environments. I can really see how the Object limits would be a problem with maps that size.

SoM uses its own unique file formats, and there is currently no way to export SoM's 3D models to any other standardized, editable 3D format. But SoM has tools can import models in Microsoft X format that use 256x256 pixel BMP textures.  We mostly use Metasequoia to make models since it has an X file exporter that works well with SoM. Metasequoia can import DXF, LWO, 3DS, and OBJ files and export them as X files. Also, if you haven't tried them yet, SoM has a set of simple set of editing tools that let you change change textures and such. 



Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 04, 2011, 09:58:08 pm
Yeah, the map grid is wayyyyy to small. So, Som has an editing tool? Never noticed it. If meta can import Dwf files then I can make them in Bryce/maya, even cad and tweek them, then export in X? I wonder how pre-assigned textures in a dwf file would import into meta? Will have to mess with it.
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on May 05, 2011, 12:01:50 am
It's dXf that meta can import. SoM requires a 'Retained Mode' X file which is an older format X file that doesn't use some of the newer x file features. Metasequoia is the only decent modeler I know that saves in 'Retained Mode'.

Attached are the editing tools. Most of them are self explanatory (with a little trial and error), but x2mdo, x2mhm, x2msm are command line tools. MDO is SoM's non-animated model format used for Objects and Items. MSM is used for map Piece models, and MHM is used for map Piece collision data. There's some 'how to' info in the turorial section here that might help :)
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 06, 2011, 08:45:38 pm
Wolfman,

You are truly the guru of SOM........this I have figured out! Thanks much for the editing tool, dl it now will try it out definately..........Thanks for the file explanation as well. Gonna work on some lvls tonight......the tweeking never ends and the map grid is still to small........laf. Catch you later and will post some other pics too.

X
Title: Re: Curse of the Pharoahs
Post by: dmpdesign on May 06, 2011, 10:38:55 pm
I had contemplated making an npc model of yoda and calling him Weissvulf in a future project :)
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on May 07, 2011, 09:15:25 pm
Ha,  :biggrin: Well I do look a little like Yoda  :wink:
Title: Re: Curse of the Pharoahs
Post by: Verdite on May 08, 2011, 11:31:21 am
I laughed out very loud when i saw John's custom title.
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 08, 2011, 03:46:13 pm
Laf
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 09, 2011, 04:06:16 pm
Well, I've had a five day weekend, been able to work on "Kom Ombo" a level I thought I was gonna have to dump because I just couldnt get it the way I wanted, has turned out tolerable. With a few more tweeks I think it should be pretty sweet. Then start working on "Dendera" the Temple of Hathor. This ties in with Kom Ombo because there is a small temple there erected to Hathor. Good place for a warp pedistal to get from there to Dendera.
Anyways, making progress actually. Building levels and tweeking can suck four days in a New York minute, where did my weekend go? Shit .......................*&^%$#@#$%^&*()(*&^%$     LOL!
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on May 09, 2011, 05:44:45 pm
I know your feeling. Recently, I spent a whole day making a basic tree model which is just one tiny part of one map for my game. . . and I still wasn't really happy with how it turned out. But I figure the neurotic perfectionism will pay off in the final product.

For map building, using the PumpkinPaster tool could really speed things up. It runs beside the Map Editor and it lets you copy, paste and save chunks of map Pieces with their Enemies/Objects/etc. You can even do complicated things like rotate/raise/shift# the copied chunks. It takes a little getting used to, but it really save time/frustration in the long run.
Title: Re: Curse of the Pharoahs
Post by: Verdite on May 09, 2011, 08:26:46 pm
Trust me i didnt give into my determination making my first map pieces, and i lost so much time - MHM data made me get the fury on sometimes, and msm data not being accepted. But wahey..............................?! I've made a game that a few people play.....................................
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 09, 2011, 08:45:48 pm
Exactly, this is mostly for my enjoyment and if a handful of old die-hards play it then GREAT .........rock-n-roll!

Hey, Im trying to find and ENEMY ARCHER, like KF "2" had, maybe "3". I looked their base folders but couldnt find 'em, got any ideas? Maybe you have one? Thanks !

X
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 09, 2011, 09:59:31 pm
Two quick questions:  1)   Does anybody have the "Skull Pedestal" that fits the skull key?
                              2)   I'm using Pedestals and Pedestal Keys to warp from map to map.........when I insert a key into the pedestal......it
                                    automatically inserts others keys into ALL the other pedestals? Anybody ever run into this?
    THANKS!! 
    Xtremez
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on May 10, 2011, 06:20:28 am
Strangely, the Skull 'symbol' never came with a pedestal. It must have been a mistake because the Skull is 'tagged' as a pedestal key (in its internal files). I think it was meant to be the skull key from KF(US). I should have named the pedestal/key sets better in the translation, but I didn't know how they worked at the time. I could fix that some time, but it would 'break' old projects that used the pedestals so I'm a little hesitant to make the changes.

Anyways, I made a pedestal that works with the skull Item for you and an additional Egyptian themed pedestal/item set- attached. They're designed to be mounted on the wall or floor.

What you're experiencing with pedestal keys is from having multiple pedestals using the same counter 'slot'.

Counters carry over from map to map and each Pedestal should be linked to its own counter (chosen in the pedestal's "extra settings" area in the Map Editor).
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 10, 2011, 09:00:47 am
Thanks will check out tonight!
Question? Do NPC's and Enemys count towards your 512 Item/Object limit?
Also, does anyone have the "Enemy ..... Archer", let me know if someone does!
Thanks as always!!!

X
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 10, 2011, 02:03:11 pm
Question? Does anybody have the moonlight sword from KF 1 or 2, dont remember, the one that grows in size when you level up?
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 11, 2011, 09:49:06 am
Wolfman,
Thanks for the pedestals,..........wayyyyyyy cool bra!
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on May 12, 2011, 11:18:36 pm
Question? Do NPC's and Enemys count towards your 512 Item/Object limit?
Also, does anyone have the "Enemy ..... Archer", let me know if someone does!
Does anybody have the moonlight sword from KF 1 or 2, dont remember, the one that grows in size when you level up?
NPCs Enemies Objects each have their own quantity limit so no.
We're just barely beginning to be able to make new animated models (Enemies etc) and we can't yet make new enemies with ranged. The 'Pixie' enemy fires arrows at least.
The 'Excellector' was the sword that grew in KF2(US) and I think someone posted that they had made a copy for SoM, but I don't have it.
:)
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 16, 2011, 07:35:58 am
Good day all,
Well, I made alot of progress this weekend, made three new maps, Dendera, Abydos and Kom Ombo. I have now realized that making "exact" to the scale maps are no longer an option, that being said, the temples themselves are quite exact, but have taken certain artistic liberties in the surrounding grounds around the temples. Plants, looking pools, etc. For the most part I am truly pleased. When I finally complete this game to a playable masterpiece, anyone who plays better look for ALOT of hidden doors, passageways and traps. There is are as many undiscovered areas as there are discovered areas.........this is Egypt!
I figure I will complete all the level maps adn temples. Then during the seeding process will work on any textures and objects that I want to tweek. This allows me to at least create all the levels that I want to put into the game.......until then.......im still plugging away!

Have a great week everybody!
X
Title: Re: Curse of the Pharoahs
Post by: dmpdesign on May 16, 2011, 01:48:23 pm
Excellector (not a great texture)

http://swordofmoonlight.com/bbs/index.php?action=dlattach;topic=376.0;attach=762
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 16, 2011, 03:41:14 pm
This is sweet! Thx bra, much appreciated........I loved this sword, even more so then the moonlight. I remembering leveling and leveling just to see how much it would grow..........! Thx!
X
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 17, 2011, 09:32:22 am
Todays msg is a special thx to everyone here who has helped me along the way, THX EVERYONE! :smokin: Im guessing that maybe in another month I will have all the levels together.........then probably at least that much longer to seed the maps.......until then: "Top of the crop to everyone!
Title: Re: Curse of the Pharoahs
Post by: Verdite on May 18, 2011, 11:10:43 am
Welcome! I'll fix you up some egyptian stuff when i can.

Did you end up using my temple set?

(edited)

Will you base the game on fighting/include fighting? Ill be happy to fix up a few handle sickles or swords for you.
Title: Re: Curse of the Pharoahs
Post by: Xtremez on May 19, 2011, 08:31:06 pm
Definately, Definately.......would love all the Egyptian/Roman stuff possible.

I havnt used the map set yet, it overwrites one of my favorite sets.....figured I do everything in the orig. map set I wanted then use these. As long as when I install them they dont overwrite the existing?

Is there any rule of thumb for number of levels? Im doing around 12. So far the levels I have done are:

Abu Simbel
Deir El Bahri
Kom Ombo
Dendera
Abydos
Labyrinth
Tomb of Seti I
Tomb of Ramses II
Philae
 
I really want to do something with a cave set and a snow set Im thinking.......dont remeber which games I played but a couple of them had really nice snow levels, as well as, I remember a few sweet caves..........

Also if anyone has piece "0640" grass I could use it, my stock one seems corrupt, after render it looks grey? Not sure whats wrong.

QUESTION: I dl the "chest as switch" set here, kinda scared to use it, is there anything I need to know before installing them? Will it overwrite any existing ones and mess them up?

Again, thanks to all!!!

X




Title: Re: Curse of the Pharoahs
Post by: Xtremez on August 28, 2011, 09:39:56 am
Good morning to all,

Well after a brief sabbatical, I'm back to working on the game again. I forgot where I was with the game, opened it up and was really surprised, moreover, impressed with what I had accomplished so far, the map are gigantic, and really awesome............
I'm ready to start seeding the maps with objects, and enemy's......... if anyone has any Egyptian "anything" please send them on to me.............will be uploading some "In Game" pic today for all to sneak a peak............

X
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on August 29, 2011, 04:25:14 am
I was wondering if you were still around! Glad you're still working on it. Are you finished with the map building part?  :smile:
Title: Re: Curse of the Pharoahs
Post by: Verdite on August 29, 2011, 05:56:23 am
Great to see you again!!! Hope you have recovered well and cant wait for the screens.
Title: Re: Curse of the Pharoahs
Post by: sirtuftcat on August 31, 2011, 12:57:51 am
ohh another game  and an egyptian one?   ill be on the look out for ya xdd
Title: Re: Curse of the Pharoahs
Post by: Xtremez on January 14, 2012, 04:06:57 pm
Good day and HAPPY NEW YEAR to everyone.........well, project update. In looking back upon the last year, I had to laugh. When I started creating "Curse of the Pharaohs" I thought a couple of months, I'd churn it out no problem........yeah right. As I've stated before, the more I work on it, the farther away from completion I realize I am.
With new found interest and desire I am back to work on "The Curse". A big thank you to everyone here, for re-inspiring me to finish this game.
Also if anyone reads this, I have tried repeatedly to download, Dark Destiny and Diadem of Maunstraut.....as I have not played them yet and would like to.....all the zips seem to be bad upon unzipping them, would LOVE to play them if anyone has any links to a good down load.
Thanks again to everyone and have a great weekend.

Xtremez
Title: Re: Curse of the Pharoahs
Post by: Verdite on January 15, 2012, 09:54:49 am
Its great to hear from you again. I hope you're fully better.

Because you're working on your game again ill fix you up a scarab enemy. I wasnt sure if you were coming back or not!
Title: Re: Curse of the Pharoahs
Post by: dmpdesign on January 15, 2012, 06:28:20 pm
Glad to hear youre back!

We definitely love to hear from folks still building their games :)

As for the bad downloads, i cant explain why that would be but you could try getting both DD and DoM off download.com, their links should be solid.  If it is still not working after you get one of the zips there let me know.
Title: Re: Curse of the Pharoahs
Post by: Xtremez on January 16, 2012, 07:26:03 pm
Thanks for the replies, glad to know everyone's still here..........!!! Hey sounds great on the scarab.......would love the help! Speaking of which......got a few questions for the pros out there......pic one. Seti I tomb......you'll see I've used  map piece  0899 Castle 1x1x20 double as the steps going down. Its the map piece thats "two stacked" pieces....ok, what Im trying to accomplish with no avail is to either separately or in one group for these pieces to raise and/or lower to create a sealed door of such, i.e. ... meaning basically the stairs would raise and lower to seal off the entry to the lower level..you all with me here?
Any ideas?  ......... a timer possibly, but can you apply that to a map piece?
Title: Re: Curse of the Pharoahs
Post by: Xtremez on January 16, 2012, 07:33:39 pm
Ok, next question...........and btw sorry for the dbl post......................I'm continually banging my head on this object limit stuff...its killin me. next pic, looking up at the Chapel of Hathor, you guys will see im a plant freak.......problem, broken jar + fern = 2 OBJECTS.............. this blows. Is there away to combine these to one? Id have to look back in the old posts but I think someone mentioned this. Thx.
Title: Re: Curse of the Pharoahs
Post by: Xtremez on January 16, 2012, 07:46:07 pm
Ok, ive managed to totally goof up my stock map skins and object skins...........im sure i got a back up will just copy/overwrite existing..........ive tried to reskin the tiger in gold you catch a glimpse of in the last pic..........with the editor add on...........it wont modify it and anytime i try it removes the skin entirely from any objects using it....any ideas...anyone got a gold lion.? Laf
Title: Re: Curse of the Pharoahs
Post by: Xtremez on January 16, 2012, 07:57:41 pm
Ok, back up to my last totally goof post.............i have an egyptian chair and pharaoh im trying to combine into one piece, stop the guys head from moving and turn the total thing into a med. to dark sand texture, like the coliseum floor texture.......any ideas? The temple at Abu Simbel has large seated statues of Rameses II, been using the gold annubis statue, but just blows the whole mood...........
Title: Re: Curse of the Pharoahs
Post by: Xtremez on January 16, 2012, 08:19:12 pm
Im great w/ Bryce, Maya and of course Autocad, i've got meta but opened it a couple of times and it tweeked me......lol. But will try agian.....so many things I'd love to make. Anyways for the good news..........ish. I still find the map areas to be confining, with large temples and a lot of outdoor environments, you can only change desert scenes so much, so the architect in me comes out and I've gotten creative with set design, using numerous different map pieces and skins together uniquely, varying elevations, addition of plants, etc. Through the majority of the levels you embark/disembark outside by way of barge on the nile or in this case warping from dock to dock.........by way of a pedestal at the dock. Not bad i suppose,,,,,,,,, for the tombs I use other pedestals for the traditional "indoor" warp points.....breaks it up a bit. Anyways as i work on the different levels I'll post pics.........again to all, thanks for all the help.
One last thing, anyone got any links for a pc version of US KF 1 & 2 ?????????????
Title: Re: Curse of the Pharoahs
Post by: Xtremez on January 16, 2012, 08:22:22 pm
One more thing, this a the map to the Labrynth level.....im working on now....its probably one of the most famous mazes in history..........did it exactly, the halls are all two squares wide, the maze is huge and covers almost 80% of the grid..........totally sweet! Has the minotaur boss, with large hammer and shockwave..................sweet boss level!
Title: Re: Curse of the Pharoahs
Post by: Mord of Swoonlight on January 17, 2012, 12:41:16 am
Whoa... I can't wait to get lost in there!   :biggrin:
Title: Re: Curse of the Pharoahs
Post by: dmpdesign on January 17, 2012, 06:45:53 pm
Hey Ill be home a little later and will reread through some of the posts you got here asking for help, im sure there are things we can do to get you back on track with those issues youre having no problem!
Title: Re: Curse of the Pharoahs
Post by: Xtremez on January 17, 2012, 07:55:13 pm
Man thanks so much........!!! FYI all your replys I greatly appreciate and all your help! Thank you!
Question, I forget which one of the KF games, the final boss was in an invisible level..........is it a lighting sequence to get them to show up or using another map piece. I've always liked that level in the old game.........well sort of.........I think I can do better as far as the map environments go. I've really gotten into map design, maybe cause Im an architect, or maybe because Im an old skool Tomb Raider fan and love outdoor settings......but so much can be accomplished by using different map piece combinations.
Look at the pic of the Chapel of Hathor, prime example-ish..........Its hard to recreate the great Temples of Egypt and I have to my dismay, given a little, in recreating them. Which was why i started making a game, I got my 3rd degree in Archaeology about 10yrs back from the univ. of Cairo..........and have come to love that place. I wanted to create a to scale, "exact" recreation of all the famous temples, but with this game engine its hard. No biggy, I still think it will have a great feel to it......and plenty of monsters to slay..........thanks again.
Title: Re: Curse of the Pharoahs
Post by: Xtremez on January 17, 2012, 09:20:00 pm
Sorry to pummel everyone with questions but I'm really back in the swing here.................question: Has anyone tried to make map pieces taller? Specifically any of the purple "outside corners"? I could use them in "4's" to make columns, but need them twice as tall? Anyone got any ideas? Thanks!
Title: Re: Curse of the Pharoahs
Post by: dmpdesign on January 17, 2012, 10:52:15 pm
I think your best bet overall is to start learning how to create custom map and object pieces.  It really looks like the environment youre creating will demand more and more out of you as you progress.  If you want to start we can certainly help you, and as you get the hang of it, it gets more and more easy.

But, lets focus on your questions for now, Ill try to tackle them in order as you posted them, sorry if I miss any.

Quote
meaning basically the stairs would raise and lower to seal off the entry to the lower level..you all with me here?
Any ideas?  ......... a timer possibly, but can you apply that to a map piece?

A quick answer about the map piece being able to move...and that is a no.  Map piece do not move according to events...so you have a couple options:

#1 make a set of custom objects that will take place of your map wall pieces so that they can move up and down and block the players path.  Its a lot of custom events to handle it as I wouldnt recommend making objects much larger than 2x2 map pieces, but it can be done.

#2 make two seperate but nearly identical maps.  meaning you have one map with the full layout with the map pieces blocking entry then you make an identical map where the map pieces are raised.  You then have an event that warps the player from location on map 1 to location on map 2.  The loss here is that you cant 'animate' the movement of the walls, but you could do a cut scene video of wall movement similar to some of the cutscenes in the KF games or DD.  In other words, you trigger the event, cut to a cool movie of the wall opening with sweet sound effects and atmosphere and then pop the player in the new map where the walls are up.

If you need help with either of those scenarios let me know and Ill expand further on that.

Quote
Is there away to combine these to one? Id have to look back in the old posts but I think someone mentioned this. Thx.

This is so simple, quite honestly I would really suggest using this as your first tutorial in making a custom object.  It would be super super easy to create a pot with plant object.  I would personally say use this as a point to make a truly unique, egyptian style plant/container.  If you would like to go about doing it, I think it would greatly enhance your game and probably inspire you to make a few more custom objects.  (btw my god, that egyptian statue is high grade, is that a weissvulf model?)

Quote
...........it wont modify it and anytime i try it removes the skin entirely from any objects using it....any ideas...anyone got a gold lion.?

Nope but again a relatively simple thing to do.  I will see about grabbing its texture and building you one thats gold.  after that I will show you how to duplicate the .obj and modding it with a hex editor to link to the new texture.

Quote
Ok, back up to my last totally goof post.............i have an egyptian chair and pharaoh im trying to combine into one piece, stop the guys head from moving and turn the total thing into a med. to dark sand texture, like the coliseum floor texture.......any ideas? The temple at Abu Simbel has large seated statues of Rameses II, been using the gold annubis statue, but just blows the whole mood...........

Again I think youre at the point with your game that its time to move to the next level and start creating custom models.  I promise you dont need to be an expert in modelling to make nice customs!  I really encourage you to give it a shot with your plant/vase you mentioned earlier.  If you are really skeptical of making your own models you might be able to find a free model to toy with at www.sharecg.com  though oftentimes they are far too high poly to be usable.

Quote
One last thing, anyone got any links for a pc version of US KF 1 & 2 ?????????????

I assume you mean iso's for the emulator.  If yes, then ya there are links around here somewhere for all of them.  I know if you go to the main site there is an iso for KFJ, Ill dig up the hidden links on 2,3 & 4 and ST, STA and ER this week.

Quote
Question, I forget which one of the KF games, the final boss was in an invisible level..........is it a lighting sequence to get them to show up or using another map piece.

I believe youre speaking about KF2, where you enter Guyra's area you are on a psuedo glass looking grid of squares and the lightning magic the demons were casting helped to light up the area.

Quote
Sorry to pummel everyone with questions but I'm really back in the swing here.................question: Has anyone tried to make map pieces taller? Specifically any of the purple "outside corners"? I could use them in "4's" to make columns, but need them twice as tall? Anyone got any ideas? Thanks!

The stock sets are 5 and 6m tall.  I have created a few sets that have no ceiling and a few that are above 6.  You may want to try to stock 6m sets if you havent already, they do appear quite a bit taller than the 5m sets.  If you need higher than that you can either go with ceilingless tiles or create some new ones that fit your needs :)
Title: Re: Curse of the Pharoahs
Post by: Xtremez on January 22, 2012, 10:56:02 am
Hey, thanks for the replies to my Q's;  wanted to respond sooner but works got me buried.

Anyways..........I've installed Meta......messed with it for a couple of hours last night, just enough to screw things up..lol... but all is good. I know Maya & Bryce.......this isnt much different. Wish there was a tool that I could design pieces in those and export/import in a Meta file.  There might be but havnt found a converter yet.

I agree w/ you, to take this game to the level I would like to see, I'm gonna have to make custom pieces.

Hey quick question.........is it possible to battle an enemy and "loose" money? Reason: one of the level is have, "Dante's Gate" is based on the 7 cardinal sins, and on the greed level i want the player to loose money if he tries to fight any enemies?

Again thanks so much for responding, you guys are great, enjoy your weekend.
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on January 22, 2012, 02:20:20 pm
I think Maya can save in OBJ format which Meta can open- then save as an X file.

You can attach an event to an enemy that triggers when they die. Use the "Change Player Parameter - Gold"  command in the event to make the player lose gold.

You could alternatively attach an event to an enemy that triggers when the player gets close (Trigger = Approach Circle) and reduces the player's gold. But that would trigger even if the player didn't engage in combat.
Title: Re: Curse of the Pharoahs
Post by: Verdite on February 17, 2012, 11:58:34 pm
Its almost been a month, any news?
Title: Re: Curse of the Pharoahs
Post by: Xtremez on February 19, 2012, 09:18:07 pm
Well, I've found a way to make obj's. Wire frame it in bryce, exp/imp into maya, skin it, exp/imp into meta, then save. The sizing is all screwed up but  I'm learning how to tweek that. Theres probably a much easier way to do this but i like bryce and maya, so. Just finished an Incan level, temple of the sun, working on the cavern level below it, it's coming along.
I will have to get into making some really kewl cistern levels, you guys seem to have the water thing down, when i get closer I'll have a few questions,laf.
Anyone working on new games?
Stay in touch and will do the same.
X
Title: Re: Curse of the Pharoahs
Post by: Verdite on February 20, 2012, 08:48:57 am
No worries, anything you need let me know. Ive got time for my game and other peoples too, which is what a community is about right? :) alot of people have given up on their games, i guess you've gotta be either super strong willed or just a die-hard KF fan to finish up.

Cant wait to see your custom work. Are you planning on having swords, spears etc in your game? Id like to fix up a scimitar for ya. I dont have as much spare time now, but i can make swords in a few hours.
Title: Re: Curse of the Pharoahs
Post by: Xtremez on February 20, 2012, 01:08:52 pm
Well, planning on having as many weapons as possible, Im tweeking the fight payout now, seeing how in the "stores" i can only pay up to $999.00, i have to lower all the enemy's pay out upon death. Other then that, it does take a strong will, as i've said before, the more i get into this the further away from being finished Im getting, Always seem to add new levels, new stuff, etc.
Its easy to get discouraged or sidetracked, especially after seeing the stuff everyone else has created. I really would like to do some massive water levels........the game really needs them.
Thx again, will stay in touch with all!
X
Title: Re: Curse of the Pharoahs
Post by: dmpdesign on February 21, 2012, 05:43:05 pm
Agree with you there X, the further you get the harder it goes.  I think thats why professional companies probably outline the scope of the entire project before starting :)  Its nice (and oftentimes necessary) to have some sort of boundaries in place so you can finally finish an area and say its 'done'.

Correct me if Im wrong Ben, but the better you got at making customs, the more and more you wanted to redo and add to your maps ;)
Title: Re: Curse of the Pharoahs
Post by: Xtremez on March 03, 2012, 08:17:31 am
Happy weekend all,.................I totally agree with you.
Work has me buried the next couple of weeks wont be able to work on it much, but still working as i can on it......the weekends are nice in that respect. IT WILL BE FINISHED AND PLAYABLE .....THIS YEAR!
The biggest problem is me......i love making new levels, seeding them with obj's, npc's, enemy's......etc. I have like 19 levels now, will have close to 30 on the completed game......I believe i have a nice mix of environments, water, outside, inside tombs, caves etc........getting some great music together, i think its coming along. Will keep all posted........!
Title: Re: Curse of the Pharoahs
Post by: Xtremez on March 14, 2012, 09:11:50 pm
Good evening all......hey quick question, Im doing a "Stonehenge" level ...........is there anyway to simulate shadows cast by the sun ? i.e. and in different locations........kinda like a sundial? Thx
X
Title: Re: Curse of the Pharoahs
Post by: HwitVlf on March 15, 2012, 03:25:14 am
Stonehenge! I like!

"Lamp" type light source Objects do make map Pieces cast a shadow, but the shadows can't be moved or changed (even if you move the light). The best way to do what you want is to make a dark translucent 'shadow' Object that hugs the ground to look like a cast shadow. When the time of day changes, use a 'move object' command to move the shadow Object to a new position. Or you could use a "Display Object on/off" command to make one shadow disappear and another appear (if you need shadows of different lengths etc).
 :smile:
Title: Re: Curse of the Pharoahs
Post by: Xtremez on March 17, 2012, 08:59:42 pm
Hey.........ooo.....i like that idea......thanks!
I'm going a different direction with this game then i had originally thought i wanted to go, ok, so, i have a 2 outdoor egyptian levels w/ 3 tomb levels,.......then Stonehenge, Teotihuacan pyramid, a Cistern "water" level, a giant maze.....and a few others working on.
I had originally planned an all egyptian game, more as a historically mostly-accurate "walk-thru" game, but found that I'm leaning toward making more of a game that "I'd want to play"......if that makes any sense?
I was really influenced by the Tomb Raider series years back when 1 came out.......loved it and the KF series. Liked the idea of traveling to different places ........so.........I believe in the end .......the game will be much more fun to play.
If anyone has any ideas please pass em on!
Thx for the reply.
X
Title: Re: Curse of the Pharoahs
Post by: Verdite on March 18, 2012, 12:26:50 pm
Sounds like a good compromise - having the 'ancient' feel throughout will be great, but dont forget if you want that, it'l have to be consistent with the items, objects etc. (As in no blasters etc)  :smash2:
Title: Re: Curse of the Pharoahs
Post by: Xtremez on June 06, 2012, 08:45:06 pm
Hello all,
Well had a few problems with getting a new password, but all is good.
How is everyone? Im back to work on the game again, between work, a new baby and life in general..............Im back!
Shoot me a msg when you guys get a chance.
X
Title: Re: Curse of the Pharoahs
Post by: dmpdesign on June 09, 2012, 11:46:43 am
X,

I would like to move this post into the forum board dedicated to your game...let me know if thats a problem.