Search found 210 matches
- Mon Mar 13, 2017 1:37 pm
- Forum: General Mod Making
- Topic: animdata.d2 and in-game animation speed doesn't match
- Replies: 8
- Views: 1677
Re: animdata.d2 and in-game animation speed doesn't match
I'm sure there isnt any other place for formula that handle unit-animationspeed outside of animdata or velocity in monstats.
- Fri Mar 10, 2017 3:06 pm
- Forum: Multimedia
- Topic: [Release] new modding stuff for share
- Replies: 29
- Views: 37782
Re: [Release] new modding stuff for share
few things added in start-post.
Trying so sort here my old harddisk out and will add a bit more in a few.
Trying so sort here my old harddisk out and will add a bit more in a few.
- Fri Mar 10, 2017 12:17 am
- Forum: Multimedia
- Topic: Problem converting gif to dcc
- Replies: 5
- Views: 1805
Re: Problem converting gif to dcc
No problem, if i can help i just do it. Its long time ago that i did such animations, but those things are similar for me like swimming...once learned you never forget :) I have never used SixDice, i have always worked only with CV5. So far i know are there some issues with SixDice, when its coming ...
- Thu Mar 09, 2017 11:50 am
- Forum: General Mod Making
- Topic: animdata.d2 and in-game animation speed doesn't match
- Replies: 8
- Views: 1677
Re: animdata.d2 and in-game animation speed doesn't match
Mabey look in Monstats.txt for Velocitiy.
That controls also the walk speed (run too, but only if there is a RN-Animation)
That controls also the walk speed (run too, but only if there is a RN-Animation)
- Thu Mar 09, 2017 11:39 am
- Forum: Multimedia
- Topic: Problem converting gif to dcc
- Replies: 5
- Views: 1805
Re: Problem converting gif to dcc
Ok, i know the issue with 1st frame..its very old, coming from cv5.
Well, try this here now, or the dcc i attached.
Well, try this here now, or the dcc i attached.
- Thu Mar 09, 2017 2:49 am
- Forum: General Mod Making
- Topic: animdata.d2 and in-game animation speed doesn't match
- Replies: 8
- Views: 1677
Re: animdata.d2 and in-game animation speed doesn't match
Did you tried to lower them in Animdata.d2?
That should work.
That should work.
- Thu Mar 09, 2017 2:44 am
- Forum: Multimedia
- Topic: Problem converting gif to dcc
- Replies: 5
- Views: 1805
Re: Problem converting gif to dcc
Your background-color (the greyed) isnt at first place in your palette, so it cant be transparent.
The game use always the first color in palette for the transparency.
maybe try this one, just made it from yours in few mins
The game use always the first color in palette for the transparency.
maybe try this one, just made it from yours in few mins
- Sat Dec 10, 2016 3:27 pm
- Forum: General Mod Making
- Topic: Is it possible to make Assassin merc ?
- Replies: 4
- Views: 1145
Re: Is it possible to make Assassin merc ?
You can, but that needs some code edits to work. I did that long time ago (around 8 years) in an unofficial released version of my mod.blooded" wrote:Also can you make mercs be hired at act 4 ? Maybe from Tyrael or add new NPC, Natalya for example ?
- Sun Dec 04, 2016 6:31 pm
- Forum: Map Editing
- Topic: [Solved] Problem with Light Radius in new DT1
- Replies: 8
- Views: 2250
Re: Problem with Light Radius in new DT1
Ok, the 2nd screen makes it a bit clearer i think. At what map you tested your tiles? Is it a new map? indoor or outdoor? Did you try to change the light settings in levels.txt? If that dont help i see only the way you made those tiles is something wrong (brightness, palette etc.) EDITH say: maybe c...
- Sat Dec 03, 2016 2:27 pm
- Forum: Map Editing
- Topic: [Solved] Problem with Light Radius in new DT1
- Replies: 8
- Views: 2250
Re: Problem with Light Radius in new DT1
The issue isnt the light. It is the texture of those converted 3d-wall. Those texture/pattern arent fitted to make endless walls, if you look at your screen, you will see the texture/pattern goes always darker from left -> right. So the next walltile you place at at another cant fit if it have the s...
- Tue Nov 15, 2016 11:34 pm
- Forum: Job Offerings
- Topic: [Request]
- Replies: 3
- Views: 2174
Re: [Request]
Just few edits are needed for the HUD (potion slots), not a big thing.Barby" wrote:Be careful with 32x32, there are some problems with the socket display and the Beltslots Display. There are no sc solutions, you need a lot of code expierence.
Greetings
Barby
- Tue Aug 02, 2016 11:39 pm
- Forum: Code Editing
- Topic: Error while working with animations
- Replies: 4
- Views: 1118
Re: Error while working with animations
Read this and you can make cof files easily
- Wed Feb 24, 2016 12:50 am
- Forum: Multimedia
- Topic: More inventory art?
- Replies: 6
- Views: 2155
Re: More inventory art?
you can set for any unique or set item a different image, that is no problem. Those are defined in similar txt-files. Same is for normal/exeptional/elite items, defined in weapons.txt and armor.txt Giving more as 1 image to a itemtype needs definitly an expanding of those txt-file -> without code ed...
- Thu Feb 18, 2016 11:46 pm
- Forum: Multimedia
- Topic: [Release] new modding stuff for share
- Replies: 29
- Views: 37782
Re: [Release] new modding stuff for share
well...i have alot, but for the moment i think its more as enough work for someone who wants all those source-unit-datas into working unit-dcc's.
next time i want more concentrate at some tiles for mapping
next time i want more concentrate at some tiles for mapping
- Wed Feb 17, 2016 4:56 pm
- Forum: Multimedia
- Topic: [Release] new modding stuff for share
- Replies: 29
- Views: 37782
Re: [Release] new modding stuff for share
Correct, unfinished means that there are no gif's or dcc's...its just ripped in single frames EDIT: here is another one...an extreme big spider (maybe as a boss monster :mrgreen: ) http://eimernase.de/Demonsbane/Tarantula-NU.gif The zip-file contains finished gif's for A1/DT/GH/NU/WL and also same a...
- Wed Feb 17, 2016 12:31 am
- Forum: Multimedia
- Topic: [Release] new modding stuff for share
- Replies: 29
- Views: 37782
Re: [Release] new modding stuff for share
Well...someone asked here about the units from WoOOL for a while. I know that isnt an easy task to rip them off, because there are just 2 tools outside for that...and booth are chinese :mrgreen: But np...i ripped all units few years ago...just forgot to post it here :roll: I split it in 2 archives, ...
- Tue Feb 16, 2016 7:55 pm
- Forum: Job Offerings
- Topic: [Request] World of Old Oriental Legends Asset Resource Rips
- Replies: 7
- Views: 3397
Re: [Request] World of Old Oriental Legends Asset Resource R
Well...isnt impossible. But maybe not many know where to get some tools for those games. :roll: The other side is the way to work with those tools if they are mostly in chinese language 8-O But ok, i have them all ripped few years ago and can upload it if someone want (not converted in gif or dcc......
- Tue Jul 28, 2015 4:14 pm
- Forum: Multimedia
- Topic: Custom Health / mana orb Problem
- Replies: 8
- Views: 3132
Re: Custom Health / mana orb Problem
have nothing to do with more as 256 colors...the dc6creator recalc any image down to max 256 when import.
looks more like an problem with your image program which you use to make this images.
well..here is a hlthmana.dc6 with your new bubbles
looks more like an problem with your image program which you use to make this images.
well..here is a hlthmana.dc6 with your new bubbles
- Mon May 04, 2015 6:07 pm
- Forum: Multimedia
- Topic: [Release] new modding stuff for share
- Replies: 29
- Views: 37782
Re: [Release] new modding stuff for share
Its a while ago now that i added some new here. Dont worry, at 2nd or 3rd week of june i will definitly add more things here.
Roadmap for this:
- lots of buildings with chinese mythology style
- some new tilesets for Act 2 (as example a new entrance for the viper temple)
Roadmap for this:
- lots of buildings with chinese mythology style
- some new tilesets for Act 2 (as example a new entrance for the viper temple)
- Sat Jan 31, 2015 4:07 pm
- Forum: Code Editing
- Topic: Has anyone ever worked with MPQDraft / IDA Pro?
- Replies: 1
- Views: 782
Re: Has anyone ever worked with MPQDraft / IDA Pro?
Well..its a while ago i worked at a dll to inject into D2 which was originally made for MPQ-Draft. The name of this plugin is Thundergraft, which allows to use mp3/ogg/wma/flac-files instead of wav. Thundergraft use the FMOD Ex for audio decoding. The source code of MPQDraft was released public few ...
- Sat Jan 31, 2015 3:37 pm
- Forum: General Mod Making
- Topic: A Note to People Trying to Use Inventory Expansion Plugins
- Replies: 8
- Views: 1935
Re: A Note to People Trying to Use Inventory Expansion Plugi
Thats not correct...the german/french version of D2 always load those files from data\global\ui\panel
So far i know was this folder used at an earlier beta of D2, but not at release anymore.
I doubt that any language version need this folder for those images to load them.
So far i know was this folder used at an earlier beta of D2, but not at release anymore.
I doubt that any language version need this folder for those images to load them.
- Mon Sep 15, 2014 10:38 pm
- Forum: Multimedia
- Topic: [Download]stock-files for new skill-animations
- Replies: 21
- Views: 26331
Re: [Download]stock-files for new skill-animations
Possible that i release some other skill animations the next time which are a bit easier to handle with it
- Wed Jun 18, 2014 1:11 pm
- Forum: Multimedia
- Topic: Quality decrease: any work-arounds?
- Replies: 2
- Views: 1440
Re: Quality decrease: any work-arounds?
looks like an issue with the color table.
Maybe you can adjust a bit the colors in your graphic program to fit more with the D2-table...but i cant say if its enough or not.
Green and Purple are the 2 colors in D2 which are realy bad to fit from other sources
Maybe you can adjust a bit the colors in your graphic program to fit more with the D2-table...but i cant say if its enough or not.
Green and Purple are the 2 colors in D2 which are realy bad to fit from other sources
- Thu Feb 13, 2014 9:56 pm
- Forum: Code Editing
- Topic: kill me pls 1.10 [solved]
- Replies: 8
- Views: 1761
Re: kill me pls 1.10
Did you get this at any npc or such few or one?
Maybe check the items they can sell and also if you make any changings at those items.
If you cant found any mistakes at your txt-files, i would prefer take item after item you changed out and look again to find the crap.
Maybe check the items they can sell and also if you make any changings at those items.
If you cant found any mistakes at your txt-files, i would prefer take item after item you changed out and look again to find the crap.
- Wed Feb 12, 2014 8:16 pm
- Forum: Multimedia
- Topic: [Release] new modding stuff for share
- Replies: 29
- Views: 37782
Re: [Release] new modding stuff for share
added some funny stuff at 1st post
Next time maybe i will add some crazy new tilesets
Edit say: as attachment is an older screen from my last project..maybe it can give you a feeling from some stuff here i shared
Next time maybe i will add some crazy new tilesets
Edit say: as attachment is an older screen from my last project..maybe it can give you a feeling from some stuff here i shared