What does your mod look like?
Moderator: Nefarius
Re: What does your mod look like?
Hello I`m currently working on GUI Update as I`ve started using HighResMod.
Here`s a preview of the current stage
Here`s a preview of the current stage
Re: What does your mod look like?
Are you planning on resizing all of the item gfx?Lurix" wrote:Hello I`m currently working on GUI Update as I`ve started using HighResMod.
Here`s a preview of the current stage
Re: What does your mod look like?
Yes, that`s panned as well. I think it will take quite a while, but in my opinion it will give a uniqe look, as I will probably also use new graphics, instead of resizing existing ones.Black_Eternity" wrote:Are you planning on resizing all of the item gfx?Lurix" wrote:Hello I`m currently working on GUI Update as I`ve started using HighResMod.
Here`s a preview of the current stage
P.S: Someone please tell me this won`t require CE
Re: What does your mod look like?
Nope, just make sure you change the GridBoxWidth and GridBoxHeight in Inventory.txt and it should be fine.Lurix" wrote:Yes, that`s panned as well. I think it will take quite a while, but in my opinion it will give a uniqe look, as I will probably also use new graphics, instead of resizing existing ones.Black_Eternity" wrote:Are you planning on resizing all of the item gfx?Lurix" wrote:Hello I`m currently working on GUI Update as I`ve started using HighResMod.
Here`s a preview of the current stage
P.S: Someone please tell me this won`t require CE
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- Champion of the Light
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Re: What does your mod look like?
Barby, creator of the Sanctus Mod - The Pact of Evil also did that. According to him it was a pain in the ass:D. But man it's worth it. Stuff looks so much better.
Cheers
AlphA
Cheers
AlphA
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Re: What does your mod look like?
weapon-x" wrote:Howdy, so i managed to take a 5 days leave from work and modded a little.
I revisited the individual_skill_cool_down system and decided to add-up group delays
skill icons which are restricted are colored red, while skill icons with individual cooldowns have green bars
and skill icons with group cooldowns have grey bars, in grey icons
the system is soft-coded and is reading-up a new custom text file "skillgroups.txt" with the following columns:
Code: Select all
hcIdx = *row number group = *group number skillIDs1-5 = *skill ids 1-5, if the modder wishes to add more skillids to the group, all that's need to be done is add a new row with the same group number as above the 1st set of skillids
Where found this mod
Re: What does your mod look like?
its a work in progress so pretty sure you cant find it yet.
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Re: What does your mod look like?
He Lurix,
Alpha is right I change the grid from 28 pix to 32 pix. But honestly I would never do it again.
There are some problems you have to deal with.
Pots
Don't change the size of the pots graphics, because you can't change the grid from belt
Sockets
When you change the grid, the socket position will be the old one. Only ce can help
UI
Be careful with the Cube, Vendor, Trade and inventory. You have to change the size of the grid too, but sometime game crash.
Time
I'm not so bad to change graphics or make my own graphics but it takes 10 months of hard working
At the end of course it's amazing.
Greetings
Barby
Alpha is right I change the grid from 28 pix to 32 pix. But honestly I would never do it again.
There are some problems you have to deal with.
Pots
Don't change the size of the pots graphics, because you can't change the grid from belt
Sockets
When you change the grid, the socket position will be the old one. Only ce can help
UI
Be careful with the Cube, Vendor, Trade and inventory. You have to change the size of the grid too, but sometime game crash.
Time
I'm not so bad to change graphics or make my own graphics but it takes 10 months of hard working
At the end of course it's amazing.
Greetings
Barby
Re: What does your mod look like?
You can change belt slots with belts.txt, almost same setup as inventory.txt.Barby" wrote:Don't change the size of the pots graphics, because you can't change the grid from belt
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Re: What does your mod look like?
You are right, but you can´t change the UI graphic for belt window. I´m not realy sure, but there are a lot of trouble for me, so i didn´t change the Pot graphics.
Greetings
Barby
Greetings
Barby
Re: What does your mod look like?
By belt window you mean popbelt.dc6? I forget the name of it...
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Re: What does your mod look like?
yeah right. i forget the name too.
Greetings
Barby
Greetings
Barby
Re: What does your mod look like?
Guess I will change to Vanilla item size.
Re: What does your mod look like?
Wow, this UI rocks! Keep up the good work !
Terms of Service
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
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- Posts: 31
- Joined: Thu Jan 26, 2012 4:56 pm
Re: What does your mod look like?
https://youtu.be/MFXlIqPbwAk
Special thanks to Mnw1995 for his code
Special thanks to Mnw1995 for his code
Re: What does your mod look like?
Atm like so
Got the source back a while back, all it took was some Macgyvering on an old ide drives bearings. Also got the doc recovered from a bad sql db (learned some new tricks while rebuilding the keep that made it possible).
Got the source back a while back, all it took was some Macgyvering on an old ide drives bearings. Also got the doc recovered from a bad sql db (learned some new tricks while rebuilding the keep that made it possible).
Re: What does your mod look like?
Volf,
That looks awesome
it seems fun just from these screenshots. I really wonder how's D2 with contemporary age stuffs haha. Also, in one of the screen it seems you're actually driving a car
That looks awesome
it seems fun just from these screenshots. I really wonder how's D2 with contemporary age stuffs haha. Also, in one of the screen it seems you're actually driving a car
Terms of Service
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
Re: What does your mod look like?
The mod was released and had a fairly large community around it. Those who liked it loved it and those who didn't hated it.
Yeah there is a huge subquest that takes place in a huge land in the future, with loads of fun stuff including driving cars and naturally loads of guns. Gonna release an unsupported version after the keeps to do list is clear.
Re: What does your mod look like?
I think I will try it as soon as you release it. It definitely look interesting, with things never seen before!
Terms of Service
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
Re: What does your mod look like?
damn... this is sick...Black_Eternity wrote: ↑Tue Apr 10, 2012 9:19 amThanks for the feedback. But,Demon9ne" wrote:Black_Eternity:
Your screens are great.
The placement icons look good, but maybe drop the opacity on them.
Two other things to consider--
- If you're doing a D3-esque mod, your items will all be 1x1 slot and you won't need that much grid space below.
- If you're keeping D2 charms, they'll be hell to balance with an inventory grid of that size.
Im not completely remaking D3. If all items were 1x1 my grid would only have about 10 slots. and it would look weird since i cant easily
resize the images like blizz did for D3. This is why you see that almost all equipment is 2x3 except the belt. Even then most misc items
are 2x2, except the occasional potion or quest item.
And charms are no issue, since i have completely redone them.
Player will be capped at how many they can carry.
EDIT:
Here is a view at the border frame in 1280x768
Lowered the opacity like suggested on the placement icons.
The bottom UI still needs a little touching up and belts still need realigned.
I also decided to go all out on the D3 UI.
Trademark Screen
Main Screen
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
Re: What does your mod look like?
Hahaha, my mod looks much different now.
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Re: What does your mod look like?
Apologies for taking *2 years* to respond but I've been ill.
Here are a few screens, showing most interfaces.
It's a bit of both. The idea is to stay true to the game's original mechanics, aesthetics and lore, while enhancing certain aspects. But it's not a total conversion like Median XL.
I'm working on 1024x768 and 1366x768 support.Blood Raven wrote: ↑Tue Dec 20, 2016 10:59 amThis UI gives me a boner. Any chance to get it for 1024x768 (without the left and right panel extensions)?
Here are a few screens, showing most interfaces.
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- Champion of the Light
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- Joined: Sat Oct 31, 2009 12:28 pm
- Location: China
Re: What does your mod look like?
Really like the new UI. What resolutions are you using? Anywhere close to a beta?
Cheers
AlphA
Cheers
AlphA