Search found 210 matches

by Eimernase
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: 1011

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.
by Eimernase
Fri Mar 10, 2017 3:06 pm
Forum: Multimedia
Topic: [Release] new modding stuff for share
Replies: 29
Views: 33864

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. ;)
by Eimernase
Fri Mar 10, 2017 12:17 am
Forum: Multimedia
Topic: Problem converting gif to dcc
Replies: 5
Views: 1011

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 ...
by Eimernase
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: 1011

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)
by Eimernase
Thu Mar 09, 2017 11:39 am
Forum: Multimedia
Topic: Problem converting gif to dcc
Replies: 5
Views: 1011

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.
Image
by Eimernase
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: 1011

Re: animdata.d2 and in-game animation speed doesn't match

Did you tried to lower them in Animdata.d2?
That should work.
by Eimernase
Thu Mar 09, 2017 2:44 am
Forum: Multimedia
Topic: Problem converting gif to dcc
Replies: 5
Views: 1011

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
Image
by Eimernase
Sat Dec 10, 2016 3:27 pm
Forum: General Mod Making
Topic: Is it possible to make Assassin merc ?
Replies: 4
Views: 782

Re: Is it possible to make Assassin merc ?

blooded" wrote:Also can you make mercs be hired at act 4 ? Maybe from Tyrael or add new NPC, Natalya for example ?
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.
by Eimernase
Sun Dec 04, 2016 6:31 pm
Forum: Map Editing
Topic: [Solved] Problem with Light Radius in new DT1
Replies: 8
Views: 1403

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...
by Eimernase
Sat Dec 03, 2016 2:27 pm
Forum: Map Editing
Topic: [Solved] Problem with Light Radius in new DT1
Replies: 8
Views: 1403

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...
by Eimernase
Tue Nov 15, 2016 11:34 pm
Forum: Job Offerings
Topic: [Request]
Replies: 3
Views: 907

Re: [Request]

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
Just few edits are needed for the HUD (potion slots), not a big thing.
by Eimernase
Tue Aug 02, 2016 11:39 pm
Forum: Code Editing
Topic: Error while working with animations
Replies: 4
Views: 684

Re: Error while working with animations

Read this and you can make cof files easily ;)
by Eimernase
Wed Feb 24, 2016 12:50 am
Forum: Multimedia
Topic: More inventory art?
Replies: 6
Views: 1536

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...
by Eimernase
Thu Feb 18, 2016 11:46 pm
Forum: Multimedia
Topic: [Release] new modding stuff for share
Replies: 29
Views: 33864

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 ;)
by Eimernase
Wed Feb 17, 2016 4:56 pm
Forum: Multimedia
Topic: [Release] new modding stuff for share
Replies: 29
Views: 33864

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...
by Eimernase
Wed Feb 17, 2016 12:31 am
Forum: Multimedia
Topic: [Release] new modding stuff for share
Replies: 29
Views: 33864

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, ...
by Eimernase
Tue Feb 16, 2016 7:55 pm
Forum: Job Offerings
Topic: [Request] World of Old Oriental Legends Asset Resource Rips
Replies: 7
Views: 1631

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......
by Eimernase
Tue Jul 28, 2015 4:14 pm
Forum: Multimedia
Topic: Custom Health / mana orb Problem
Replies: 8
Views: 2208

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 ;)
by Eimernase
Mon May 04, 2015 6:07 pm
Forum: Multimedia
Topic: [Release] new modding stuff for share
Replies: 29
Views: 33864

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)
by Eimernase
Sat Jan 31, 2015 4:07 pm
Forum: Code Editing
Topic: Has anyone ever worked with MPQDraft / IDA Pro?
Replies: 1
Views: 448

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 ...
by Eimernase
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: 1464

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.
by Eimernase
Mon Sep 15, 2014 10:38 pm
Forum: Multimedia
Topic: [Download]stock-files for new skill-animations
Replies: 20
Views: 9703

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 ;)
by Eimernase
Wed Jun 18, 2014 1:11 pm
Forum: Multimedia
Topic: Quality decrease: any work-arounds?
Replies: 2
Views: 972

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
by Eimernase
Thu Feb 13, 2014 9:56 pm
Forum: Code Editing
Topic: kill me pls 1.10 [solved]
Replies: 8
Views: 1394

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.
by Eimernase
Wed Feb 12, 2014 8:16 pm
Forum: Multimedia
Topic: [Release] new modding stuff for share
Replies: 29
Views: 33864

Re: [Release] new modding stuff for share

added some funny stuff at 1st post :mrgreen:

Next time maybe i will add some crazy new tilesets :lol:

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 ;)

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