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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Lurix
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Re: What does your mod look like?

Post by Lurix » Mon May 29, 2017 1:52 am

Hello ;) I`m currently working on GUI Update as I`ve started using HighResMod.
Here`s a preview of the current stage :D

Image

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HarvestWombs
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Re: What does your mod look like?

Post by HarvestWombs » Mon May 29, 2017 2:44 am

Lurix" wrote:Hello ;) I`m currently working on GUI Update as I`ve started using HighResMod.
Here`s a preview of the current stage :D
Are you planning on resizing all of the item gfx?
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Re: What does your mod look like?

Post by Lurix » Mon May 29, 2017 2:51 am

Black_Eternity" wrote:
Lurix" wrote:Hello ;) I`m currently working on GUI Update as I`ve started using HighResMod.
Here`s a preview of the current stage :D
Are you planning on resizing all of the item gfx?
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.

P.S: Someone please tell me this won`t require CE :D

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Re: What does your mod look like?

Post by HarvestWombs » Mon May 29, 2017 4:10 am

Lurix" wrote:
Black_Eternity" wrote:
Lurix" wrote:Hello ;) I`m currently working on GUI Update as I`ve started using HighResMod.
Here`s a preview of the current stage :D
Are you planning on resizing all of the item gfx?
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.

P.S: Someone please tell me this won`t require CE :D
Nope, just make sure you change the GridBoxWidth and GridBoxHeight in Inventory.txt and it should be fine.
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Re: What does your mod look like?

Post by AlphA - The Real One » Mon May 29, 2017 8:28 am

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.

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Re: What does your mod look like?

Post by Jair » Wed Jun 14, 2017 10:19 pm

weapon-x" wrote:Howdy, so i managed to take a 5 days leave from work and modded a little. :mrgreen:

I revisited the individual_skill_cool_down system and decided to add-up group delays

Image

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

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Re: What does your mod look like?

Post by kingpin » Wed Jun 14, 2017 11:34 pm

its a work in progress so pretty sure you cant find it yet.

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Re: What does your mod look like?

Post by Barby » Thu Jun 15, 2017 12:27 pm

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

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Re: What does your mod look like?

Post by HarvestWombs » Fri Jun 16, 2017 1:28 am

Barby" wrote:Don't change the size of the pots graphics, because you can't change the grid from belt
You can change belt slots with belts.txt, almost same setup as inventory.txt.
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Re: What does your mod look like?

Post by Barby » Fri Jun 16, 2017 8:33 am

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.


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Barby

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Re: What does your mod look like?

Post by HarvestWombs » Sat Jun 17, 2017 2:56 am

By belt window you mean popbelt.dc6? I forget the name of it...
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Re: What does your mod look like?

Post by Barby » Sat Jun 17, 2017 5:06 am

yeah right. i forget the name too.


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Lurix
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Re: What does your mod look like?

Post by Lurix » Sun Jun 18, 2017 6:58 pm

Guess I will change to Vanilla item size.
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Re: What does your mod look like?

Post by Lurix » Sun Jul 02, 2017 11:37 pm


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Re: What does your mod look like?

Post by Barby » Wed Jul 05, 2017 1:05 pm

Version 0.39e is ready to play.

http://d2se.org/BARBY/InGame_Screen/Uniques039e.jpg


Greetings

Barby

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Re: What does your mod look like?

Post by misiek1294 » Fri Dec 22, 2017 1:14 am

https://youtu.be/MFXlIqPbwAk
Special thanks to Mnw1995 for his code ;)

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Re: What does your mod look like?

Post by Volf » Fri Jan 19, 2018 5:31 pm

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).


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Re: What does your mod look like?

Post by Volf » Fri Jan 19, 2018 5:45 pm

Ogodei wrote:
Fri Jan 19, 2018 5:35 pm
I really wonder how's D2 with contemporary age stuffs haha.
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.
Ogodei wrote:
Fri Jan 19, 2018 5:35 pm
Also, in one of the screen it seems you're actually driving a car
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.


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Re: What does your mod look like?

Post by weapon-x » Sat Feb 03, 2018 2:30 pm

Black_Eternity wrote:
Tue Apr 10, 2012 9:19 am
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.
Thanks for the feedback. But,
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.
Image

I also decided to go all out on the D3 UI.
Trademark Screen
Image

Main Screen
Image
damn... this is sick...
" 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 HarvestWombs » Sun Feb 04, 2018 1:18 am

Hahaha, my mod looks much different now. :P
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Re: What does your mod look like?

Post by mikemillaire » Mon Apr 09, 2018 2:20 pm

Apologies for taking *2 years* to respond but I've been ill.
prodigypm wrote:
Sun Oct 30, 2016 11:58 pm
Beautiful stuff , really love the clean looks. 1 question mike - is this a mod or just a revamp of the vanilla?
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.
Blood Raven wrote:
Tue Dec 20, 2016 10:59 am
This UI gives me a boner. Any chance to get it for 1024x768 (without the left and right panel extensions)?
I'm working on 1024x768 and 1366x768 support.

Here are a few screens, showing most interfaces.
Image
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Image
Image
Image
Image

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Re: What does your mod look like?

Post by AlphA - The Real One » Tue Apr 10, 2018 4:05 am

Really like the new UI. What resolutions are you using? Anywhere close to a beta?

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AlphA

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