Author Topic: King's field V - News  (Read 20675 times)

Offline HwitVlf

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Re: King's field V - News
« Reply #80 on: February 10, 2015, 03:17:45 pm »
I have often thought that a hub-map would be a good way to arrange a game in SoM. Are you going to use a pedestal to activate portals to each area?

Offline JC Bailey

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Re: King's field V - News
« Reply #81 on: February 10, 2015, 03:57:45 pm »
There will be access points in each area that you can open up by finding them. The game world will still be inter-connected and such, the hub world is just a means of fast travel between areas you've already explored.
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Offline HwitVlf

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Re: King's field V - News
« Reply #82 on: February 10, 2015, 04:01:44 pm »
Cool.  :smile:

Offline JC Bailey

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Re: King's field V - News
« Reply #83 on: February 10, 2015, 04:19:38 pm »
By the way, I now have a Twitch channel where I will sometimes be streaming development of this game as well as creation of the soundtrack. I will post times here ahead of time when I do so.

http://www.twitch.tv/mastertaffer/profile
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Offline JC Bailey

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Re: King's field V - News
« Reply #84 on: February 19, 2015, 07:13:20 pm »
So I successfully modeled one of my first weapons, the Ancestral Dagger, now I just need to figure out the right way to import it in-game (I'm looking at you Verdite :cheesy:). :coffee:

Edit: Made a shortsword as well on my twitch stream. ^_^
« Last Edit: February 19, 2015, 11:22:01 pm by MasterTaffer »
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Offline Verdite

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Re: King's field V - News
« Reply #85 on: February 19, 2015, 09:28:51 pm »
Dont forget to remove doubles (object > remove doubles) that should remove that nasty line.

Use the SoM mqo file I sent you and align your dagger with it. Save this as a directX file, say... ancd_0

For step 2, move the dagger so that it its tip is facing downwards. Save this as ancd

Next use the SoM helper to generate your files. Put them in data > items > model

Finally use the prf editor and under the 'items' tab choose weapon from the dropdown list. Set its specifics, and type ancd.mdo in the model data. When satisfied, save it as a .prf file making sure you click on the smaller save button beside 'load item'

Offline JC Bailey

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Re: King's field V - News
« Reply #86 on: February 19, 2015, 10:57:58 pm »
I actually did all those things Verdite, but I finally realized that I didn't add the _ before the 0 to the name of the menu model and that fixed everything.

Anyway, I seem to have a new problem, the weapon doesn't seem to be aligned to the hand right on the horizontal swing. I assume I can just move the model over a little, right? :eek:
« Last Edit: February 19, 2015, 11:13:10 pm by MasterTaffer »
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Offline Verdite

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Re: King's field V - News
« Reply #87 on: February 20, 2015, 08:47:39 am »
Yeah it looks like it needs a little shift on the Y axis if its still not right I can fix the arm for you

Offline HwitVlf

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Re: King's field V - News
« Reply #88 on: February 20, 2015, 04:47:27 pm »
Nice! One little note, you can store both weapon models (swing and inventory) in the same MQO as two different objects. When you save as X, there's an option for "export visible only".  Just toggle the "visible" off for anything you're not working with.  :beerchug:


Offline JC Bailey

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Re: King's field V - News
« Reply #89 on: April 02, 2015, 02:02:57 am »
Full in-game map of the Royal Cemetery area. :eek:
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