What does your mod look like?

This is the place for people to research themes and ideas for their mods as well as for others to post their suggestions for mod makers to make use of.

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Talic
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Re: What does your mod look like?

Post by Talic » Wed Apr 11, 2018 3:49 pm

mikemillaire wrote:
Mon Apr 09, 2018 2:20 pm
I've been ill
We hope you are a lot better, and that is what matters. :leftthumb:
AlphA - The Real One wrote:
Tue Apr 10, 2018 4:05 am
What resolutions are you using?
mikemillaire wrote:
Mon Apr 09, 2018 2:20 pm
I'm working on 1024x768 and 1366x768 support.
So I guess those will be used.
Thank You for all Your hard work. :leftthumb:

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weapon-x
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Re: What does your mod look like?

Post by weapon-x » Thu Apr 12, 2018 2:40 pm

howdy all, my photo bucket uploads seems out of this world, so i decided to re-upload em again on another free hosting site

so i decided to re upload the left-over screenies from ph0tobucket :mrgreen:

anyhow here they are

Image

this was when i was messing with the socket drawing code back in 2016 :lol:

Image

these are custom NPCs with special trading/exchange menus

and

Image

this is when i just finished the gamble refresh system with the help of senior mod-maker necrolis and other keep members ;)

will post some more once i make new screenies next time
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

~Mark Twain


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weapon-x
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Re: What does your mod look like?

Post by weapon-x » Fri Apr 13, 2018 2:15 am

Ogodei wrote:
Thu Apr 12, 2018 3:01 pm
It looks very nice :D
The inventory looks very polished as well! not to mention the life and mana pool. Thanks for reuploading these ;)
this screenies actually dates back in 2016, my current ui is kinda different from em, so yeah...
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

~Mark Twain


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weapon-x
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Re: What does your mod look like?

Post by weapon-x » Fri Apr 13, 2018 8:33 am

Ogodei wrote:
Fri Apr 13, 2018 7:09 am
Oh I missed that part,when you say it's from 2016. What about now? How does it look? :)
ah, it has some new buttons with it? :mrgreen: i added a notification glyph, pretty much like a mail-box system, where server notifications gets queued, for example: a quest mail which triggers scrolling text and other informative stuff... though i haven't finished it yet, i only added the glyph gfx for me not to forget the system :cry: i always forget a lot of ideas, i tend to get very forgetful :lol:

its good to see that you are still actively modding bro,

perhaps you could share your screenies too :)
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

~Mark Twain

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weapon-x
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Re: What does your mod look like?

Post by weapon-x » Sun Jun 24, 2018 12:18 am

Howdy everyone, this is the latest add-on to my mod, the expanded waypoints and extended levels :)

Image and

Image

other thing is my old and obsolete options window which i will be writing from scratch, again :-|

Image

Code: Select all

*credits to mwn1995 for the server-side code of the expanded waypoints
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

~Mark Twain

jessedazebra
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Re: What does your mod look like?

Post by jessedazebra » Fri Aug 24, 2018 8:28 pm

Not much, just some random stuff :D

Image
Image
Image
Image
Image

Eiffuw
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Re: What does your mod look like?

Post by Eiffuw » Sun Aug 26, 2018 1:11 pm

Here's what mine looks like
  • Image
    1^
    Image
    2^
    Image
    3^
    Image
    4^
if people like the look of it I will release my Beta version :3 :mrgreen:
Ive been tinkering with it in my spare time since 2015 and its the cumulative efforts of 15+ years of Diablo 2 Modding and Forum Lurking, everything I learned from the phrozen-Keep when it was its name
<3

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KHAYOSSUS
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Re: What does your mod look like?

Post by KHAYOSSUS » Sun Aug 26, 2018 1:27 pm

Looks nice,great job.

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HarvestWombs
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Re: What does your mod look like?

Post by HarvestWombs » Sun Oct 14, 2018 3:44 pm

Been awhile since anything new was added. So here's a screenie of an angel.

Image
credits to huohuowu2 for the animation
Official Phrozen Keep Discord
Common Modding tools: link
My Resource Packs: link

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Re: What does your mod look like?

Post by weapon-x » Sun Nov 25, 2018 8:00 am

@jessedazebra that UI looks super awesome

anyhow, got the chance to work back on modding

decided to add a cubemain recipes parsing code, just a prototype though, but will add its own UI window and other stuff (checks, and etc.) to make the system appealing :)

Image

the system generally draws the item-output without the actual pUnit, i really enjoyed writing the code for this parser
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

~Mark Twain

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Re: What does your mod look like?

Post by jessedazebra » Sun Nov 25, 2018 8:09 am

@weapon-x thanks, I redone some of the graphics since then. :D
1, 2, 3,

Btw, love your diablo 3 style window with detailed information, wish I could make something like this someday.

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Re: What does your mod look like?

Post by weapon-x » Fri Dec 07, 2018 1:46 pm

jessedazebra wrote:
Sun Nov 25, 2018 8:09 am
@weapon-x thanks, I redone some of the graphics since then. :D
1, 2, 3,

Btw, love your diablo 3 style window with detailed information, wish I could make something like this someday.
i am actually planning to re-do the whole UI most of em are actually roughly done with almost zero effort exerted :lol:

on a side-note, i hope you don't mind me asking the full name of your mod "TFoD Beta", your character selection menu is super-cool btw
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "

~Mark Twain

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Re: What does your mod look like?

Post by jessedazebra » Fri Dec 07, 2018 2:31 pm

weapon-x wrote:
Fri Dec 07, 2018 1:46 pm
i am actually planning to re-do the whole UI most of em are actually roughly done with almost zero effort exerted :lol:

on a side-note, i hope you don't mind me asking the full name of your mod "TFoD Beta", your character selection menu is super-cool btw
Thanks again. It's called "The Forces of Darkness", just a random name, couldn't come up with a better one :). It's based on PlugY and BaseMod with the new graphics and some non-global LoD-based stuff. It's on ModDB, by the way. ModDB link

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flamingfury69
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Re: What does your mod look like?

Post by flamingfury69 » Sun Dec 09, 2018 2:35 pm

jessedazebra wrote:
Fri Dec 07, 2018 2:31 pm
Thanks again. It's called "The Forces of Darkness", just a random name, couldn't come up with a better one :). It's based on PlugY and BaseMod with the new graphics and some non-global LoD-based stuff. It's on ModDB, by the way. ModDB link
I'm using your character selection menu right now, it look so cool and creative compare to the default :D
Here is the result I convert it to 1024x768.
Image

And some change I make in the menu option

Image

But got stuck here because the noisy black bar

Image

And thanks for sharing ! :D :D :D
btw why your menu option work fine on any act but mine is missing texture when I go to diffirent act from act 1?

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Re: What does your mod look like?

Post by jessedazebra » Sun Dec 09, 2018 2:53 pm

flamingfury69 wrote:
Sun Dec 09, 2018 2:35 pm
And thanks for sharing ! :D :D :D
btw why your menu option work fine on any act but mine is missing texture when I go to diffirent act from act 1?
You're welcome! ;)
I have no idea about missing textures, though.

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flamingfury69
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Re: What does your mod look like?

Post by flamingfury69 » Sun Dec 09, 2018 3:41 pm

jessedazebra wrote:
Sun Dec 09, 2018 2:53 pm
I have no idea about missing textures, though.
Here is it
Image
If I use modded palette, it's working fine but the background lost some textures
Image

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Re: What does your mod look like?

Post by jessedazebra » Sun Dec 09, 2018 4:12 pm

flamingfury69 wrote:
Sun Dec 09, 2018 3:41 pm
If I use modded palette, it's working fine but the background lost some textures
You need to use units palette, not act1 palette for act1, act2 palette for act2 etc. Just use "units" everywhere.

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flamingfury69
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Re: What does your mod look like?

Post by flamingfury69 » Sun Dec 09, 2018 4:30 pm

jessedazebra wrote:
Sun Dec 09, 2018 4:12 pm
You need to use units palette, not act1 palette for act1, act2 palette for act2 etc. Just use "units" everywhere.
It's not working :( The dots still there. I changed all palette of dc6 file for menu option to "units" but it seem not to be working :(
Last edited by flamingfury69 on Sun Dec 09, 2018 5:07 pm, edited 1 time in total.

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thaison
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Re: What does your mod look like?

Post by thaison » Sun Dec 09, 2018 4:46 pm

flamingfury69 wrote:
Sun Dec 09, 2018 4:30 pm
jessedazebra wrote:
Sun Dec 09, 2018 4:12 pm
You need to use units palette, not act1 palette for act1, act2 palette for act2 etc. Just use "units" everywhere.
It's not working :( The dots still there. I changed all palette of dc6 file for menu option to "units" but it seem not to be working :( has no ideas
You have to process photos on photoshop to convert it to 8 bit color palette, I never use color palette on dc6.

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flamingfury69
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Re: What does your mod look like?

Post by flamingfury69 » Sun Dec 09, 2018 5:11 pm

thaison wrote:
Sun Dec 09, 2018 4:46 pm
You have to process photos on photoshop to convert it to 8 bit color palette, I never use color palette on dc6.
In photoshop, I already make it RGB/8bit :\

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flamingfury69
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Re: What does your mod look like?

Post by flamingfury69 » Sun Dec 09, 2018 5:15 pm

Now all the missing colors has disappear xD
I don't know why lol

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