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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Re: What does your mod look like?

Post by HarvestWombs » Sat Apr 28, 2012 6:02 am

cla$$ics" wrote:I'm curious, where are you getting these D3 assets?Because I'd also like to try my hand at creating a decent widescreen GUI. Not in the same style, but using a few of the same assets (mostly just the bottom bar, redone)
All of my panels are ripped from the beta, but the control panel i had
to rip from a screenshot because i had no luck finding it in the mpq's.
Then i used some other resources to put together the rest of the panel.
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Re: What does your mod look like?

Post by Xaphan » Sat Apr 28, 2012 1:49 pm

Waypoint panel is now done :

Image

I also changed the mini-panel, and moved the life and mana values near the orbs :)

Edit :

Quests done ! :

Image

Quests apear as "?" when they are not started. They are coloured once started and grey once finished.

By the way, doses any one know how I can increase the size for the objectives text ? I mean, It currently don't take all the space it could, and and don't find where to increase this :)

Thanks !

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Re: What does your mod look like?

Post by HarvestWombs » Sun Apr 29, 2012 8:13 am

I just recently started on ripping animations from other games so i could create new monster but i lacked cof editing experience.
So i started with something simple.
I took inspiration from Volf and created a tree.
Tree Wilderness Test
Right now it only drops apples, which will give you health if eaten, but i plan on adding more fruits. :)
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Re: What does your mod look like?

Post by cla$$ics » Sun Apr 29, 2012 2:43 pm

Speaking of COF editing, I recently duplicated the Quill Rat token primarily to have new palshifts/translvls:
Image
Image

EDIT: @Black_Eternity, what's your secret for making the D3 weapon icons look good in D2? Mine just look like this:
Image
(I want to replace the exceptional and elite weps with some new icons, for better clarity)
Last edited by cla$$ics on Sun Apr 29, 2012 7:17 pm, edited 2 times in total.
Although done for our needs, mod-makers should like these changes, too.
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - Archangel

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Re: What does your mod look like?

Post by kidpaddle94 » Sun Apr 29, 2012 7:15 pm

cla$$ics" wrote:Speaking of COF editing, I recently duplicated the Quill Rat token primarily to have new palshifts/translvls:
And to thank you for your work, they killed you :P hehe

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Re: What does your mod look like?

Post by HarvestWombs » Sun Apr 29, 2012 7:39 pm

cla$$ics" wrote:@Black_Eternity, what's your secret for making the D3 weapon icons look good in D2?
(I want to replace the exceptional and elite weps with some new icons, for better clarity)
I ripped the dds file from the D3 Beta tex files, then i converted the dds to png to keep transparency in the background.
Then just created a new image and copied the item images to the new file. :)
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Re: What does your mod look like?

Post by Xaphan » Thu May 03, 2012 11:27 pm

Here is the stat interface :

This one took a while !

Image

The 3 circles (blue, red and green) are the energy (blue), strenght (red) and dexterity (green). You can't put point in thems wia stat screen, but you can via the masteries, and via the item you are wearing. The 4 "+" buttons now control new stats :
Vitality : increase your life by 2 per point
Intelligence : increase your mana by 2 per point
Wisdom : increase the fame you got per kill by 0.2% per point (I may need other ideas for this one, so feel free to share your ideas)
Might : increase damage done by all skills by 0.2% per point

Theses stats can also be increased via items you are wearing.

Energy do not increase your mana anymore.

Edit :

Skill panel (currently only have done this one, but that's enought to show) :

Image

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Re: What does your mod look like?

Post by HarvestWombs » Fri May 04, 2012 12:34 am

Hey my orbs look pretty good with that control panel. :)
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Re: What does your mod look like?

Post by kidpaddle94 » Wed May 09, 2012 11:10 am

I'm currently replacing the chat code. This is what I have done so far ... (ignore the fact I was testing on Median lol)
http://i50.tinypic.com/ixglg3.jpg

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Re: What does your mod look like?

Post by HarvestWombs » Fri May 11, 2012 5:30 am

I kind of reversed Fire Wall, instead of gaining yards per level, you gain duration per level. Fire wall now has a fixed yard length.
I also added a better delay to it. instead of always being 35 frames, i changed it to be 25 (aka 1 second) frames less than the duration.
The delay calc is setup as "m2rn-25" Simple eh? This allows the delay to always change with the duration to prevent spamming at high levels.
Image

Also added a new skill, Immolation. Now i know what your thinking, just a remake of the nova of fireballs. well.... no.
Immolation is a clone of teeth, that shoots up to 15 fire bolts. Also i changed the casting animation.
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Image
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Re: What does your mod look like?

Post by kidpaddle94 » Sat May 12, 2012 6:17 pm

Okay, so I've been working a little more on my chat code replacement recently. here is what have been done yet ...

Messages are now sent as the following: [%current time%]<%Char Name%>: %Chat Message%
The time display can be toggled in whistmod.ini
The name color can be customized in whistmod.ini

Also, I kept the ! overhead messages thing.
As for in-game whispers, I left them basically the same, except that the green color can be customized in whistmod.ini

Then, I removed the color limitation. Colored chat messages are now possible.
I also coded the possibility of new prefixes (like the ! for overhead messages). No idea what I will do as special effects yet for my new prefixes, but the code for it is done. I guess I will have one to color messages. (&clr#MESSAGE)

And finally, I also added the possibility to log all messages in a log.txt file. (can be turned on/off in whistmod.ini)

Also, I discovered a fun fact while doing this. It seems like every times a chat message is sent, the player level is sent to (It just has no display though, so it's never seen in the normal game)

Some screenshots:
http://i50.tinypic.com/ixglg3.jpg
http://i50.tinypic.com/6ofzpj.jpg
http://i47.tinypic.com/2eprbzm.jpg
http://i50.tinypic.com/2w3dt1v.jpg

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Re: What does your mod look like?

Post by HarvestWombs » Sun May 13, 2012 6:07 am

I like the time display, i always hated when being in a game on battlenet for a long period of time, and someone messaged me, i wasnt able to tell how long ago it occured.
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Re: What does your mod look like?

Post by kidpaddle94 » Thu Jun 21, 2012 12:14 pm

I just got done replacing the lifebar/monster description code.

- First of all, the bars have been made wider (not by adding spaces in the tbl files. That is hardcoded and doesn't break the slain text as well).
- Then, I removed the unique mods and Monstats DescStr displays (because I didn't need them).
- Then I improved the resistance display (resistances display in numbers, not only for immune monsters, and it shows their resistances after pierce has been applied). I also changed the way they were displayed (all on a line).
- Then I added monster base level to the display.
- Champions names are now yellow, and elites (new type) have bright green names (not by the tbl files).
- And finally, I recoded the Demon/Undead display, which is basically the same.
(Edit: oddly, the captcha when uploading my screenshot on Tinypic was: "Nice Job", lol xd)
Screenshot: http://i46.tinypic.com/9ux4ip.jpg (I obviously had, 125% pierce in all elements)

Edit: I finally replaced the drawing code of the bar as well. I now have a better looking bar. I also can set different fill colors for different types of monsters. I also added curse length resistance to the resists display, in purple.
Screenshot: http://i48.tinypic.com/1078m0z.jpg

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Re: What does your mod look like?

Post by k0r3l1k » Thu Jun 21, 2012 1:15 pm

that looks at least 493% better that the original. :)
Image

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Re: What does your mod look like?

Post by mirecek » Thu Jun 21, 2012 1:37 pm

holy sh!t that hp border is nice
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Re: What does your mod look like?

Post by Necrolis » Thu Jun 21, 2012 1:59 pm

looks like something I posted years ago in IRC (though I had blue bars for bosses)

EDIT: ha! found it :P

Image

seems I did it for items too 0.o

Image
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Re: What does your mod look like?

Post by kidpaddle94 » Thu Jun 21, 2012 2:01 pm

Necrolis" wrote:looks like something I posted years ago in IRC (though I had blue bars for bosses)

EDIT: ha! found it :P

http://img8.imageshack.us/img8/1438/scr ... 012su0.jpg
That's funny, I never saw that screenshot before, but it looks almost identical as mine xd
But why is it all greyish?? (the game).

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Re: What does your mod look like?

Post by Necrolis » Thu Jun 21, 2012 2:22 pm

kidpaddle94" wrote:That's funny, I never saw that screenshot before, but it looks almost identical as mine xd
But why is it all greyish?? (the game).
this one is even closer, and even older,
the gray comes from a 25% opacity rect being drawn over the game world, was a test for vision filters, to be used at one stage

EDIT: looking back, I found some crazy stuff people have probably never seen (and its 3+ years old to boot), such as:
Palshifted Missiles (with a test paralax level in the background)
An early concept of state tracking, with a new shrine and a debug display I stole from Nef in the background(stuff looks damn ugly, good thigh it was only place holder gfx :P)
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Re: What does your mod look like?

Post by kidpaddle94 » Thu Jun 21, 2012 2:25 pm

Necrolis" wrote: the gray comes from a 25% opacity rect being drawn over the game world, was a test for vision filters, to be used at one stage.
What was it intended to do? I've seen this in many screenshots from you and Nefarius. Is it only to colour the player vision?
EDIT: looking back, I found some crazy stuff people have probably never seen (and its 3+ years old to boot), such as:
Palshifted Missiles (with a test paralax level in the background)
That one is pretty cool! That is pretty useful as well, less missiles dcc recolorig needed.
What are those funny faces on the side for? xd
And that makes me think I should make myself a debug console of that kind. Seems to be pretty useful some times.

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Re: What does your mod look like?

Post by Necrolis » Thu Jun 21, 2012 2:30 pm

kidpaddle94" wrote:
Necrolis" wrote: the gray comes from a 25% opacity rect being drawn over the game world, was a test for vision filters, to be used at one stage.
What was it intended to do? I've seen this in many screenshots from you and Nefarius. Is it only to colour the player vision?
was meant to be used for a night vision type thing for on of Adhins special classes in blackened, I kept the white filter on cause it made GFX errors easier to pick up (at least to me)
What are those funny faces on the side for? xd
And that makes me think I should make myself a debug console of that kind. Seems to be pretty useful some times.[/quote]the funny face got replaced with icons that represent various states the player had, along with a timer (bar or numeric), and a hover desc.
That debug display was actually pretty useless, it never had enough info, I just dumped everything out to txt files, though now I'm working on a proper in game debugger type thingy, for realtime editing of txt and script files, unit stats, states, positions, skills etc
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Re: What does your mod look like?

Post by kidpaddle94 » Thu Jun 21, 2012 2:37 pm

Necrolis" wrote:though now I'm working on a proper in game debugger type thingy, for realtime editing of txt and script files, unit stats, states, positions, skills etc
whoa, that seems to be some nice stuff you are preparing ^^ My debug console won't be THAT sophisticated haha :P
But, is it really possible to update txt files in real-time? I mean, they are loaded in-game, but I was expecting them to be compressed/encrypted, or something. I also bet you need custom code to update them properly.

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Re: What does your mod look like?

Post by Eimernase » Thu Jun 21, 2012 2:42 pm

Xaphan" wrote: By the way, doses any one know how I can increase the size for the objectives text ? I mean, It currently don't take all the space it could, and and don't find where to increase this :)

Thanks !
If you use 1.10 and the D2ExpRes from Dav92, you can change it in the ini-file.

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Re: What does your mod look like?

Post by HarvestWombs » Thu Jun 21, 2012 2:50 pm

Eimernase" wrote:
Xaphan" wrote: By the way, doses any one know how I can increase the size for the objectives text ? I mean, It currently don't take all the space it could, and and don't find where to increase this :)

Thanks !
If you use 1.10 and the D2ExpRes from Dav92, you can change it in the ini-file.
This does not change size, only location. At least thats how my ini looks.
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Re: What does your mod look like?

Post by Eimernase » Thu Jun 21, 2012 3:10 pm

Black_Eternity" wrote:
Eimernase" wrote:
Xaphan" wrote: By the way, doses any one know how I can increase the size for the objectives text ? I mean, It currently don't take all the space it could, and and don't find where to increase this :)

Thanks !
If you use 1.10 and the D2ExpRes from Dav92, you can change it in the ini-file.
This does not change size, only location. At least thats how my ini looks.

Code: Select all

000DDBC4   F8
try to increase this

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Re: What does your mod look like?

Post by Xaphan » Thu Jun 21, 2012 4:27 pm

Is it hard to have theses border around the life bar of monsters and items description in 1.10 ?

This look pretty nice, and if not too hard, would like to implent thems !

Edit :

@Eimernase : This is in d2client ? If so, nothing have changed from my tests.
Last edited by Xaphan on Thu Jun 21, 2012 4:36 pm, edited 1 time in total.

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