Help - Search - Members - Calendar
Full Version: Water Based Realms
WildTangent Orb Forum > FATE™ > FATE™ Game Modification > Mods in Progress
zipp40993
I plan on adding the realms "Temple of Seas" (Based on Temple template) and "Sea Kingdom" (Based on ? template)...

Anyway, my concepts...

1.In Temple of the Sea, change one realm portal to go to "Sea Kingdom" and the other to go to "Temple of Fate"

2.Make one statue a hero of "Sea Kingdom" and the other to "Temple of Seas" or "Temple of Fate" (For equality, but they will not be given realm quests)

3.Only way to go to Sea Kingdom is to find a "Book of Seas" or "Sea Scroll" to go to "Temple of Seas" and use the realm portal

4.Make all characters (questgivers, merchants, healers, etc.) water-based monsters (or as close as possible) and change all names

5.Add some new armors, weapons, items, monsters, and spells

6.Might throw in a couple of new dungeon templates

Things I don't plan on incorporating...

1.New models
==========

I'll borrow the realm id's of 2307535 and 2507535 for the realms

If anyone has questions, comments or suggestions post it here or PM me...

I've tested this before but got er, interesting results (Anyone want to see?)

Nick C, if this realm (a water type realm) is going to be incorporated into a future patch, let me know and I'll stop wink.gif

Questions for any modders

1.Is it possible to change collision with hex editing? - Purpose: To remove altar in middle of temple - Able to remove prop (already done)

2.Is it possible to remove dungeon in temple of seas with hex editing or make it appear? - Purpose: Dungeon portal showing up before all realm quests are completed, but not visible (You can see "Descend into dungeon" when you scroll over it but not the portal) - I have a screenshot for anyone who's not clear as to what I'm talking about

Screenshot of Temple of Seas


Mr. Sir
As someone who's done this already, I think I may be able to help you out here. First off, using 23 and 25 as your Realm IDs will not work, since the IDs that you will be replacing in your hex-editing are one digit and the replacements must also be one digit.

And as far as the dungeon thing goes, while you can get rid of the portal graphics I do not believe it is possible to get rid of the portal itself.

Sorry to rain on your parade, I really hope this thing works out! smile.gif
maestro
really you can't hex the realm id's? things don't always have to be the same length, you can use insert mode and make it longer. Did you try to change the id length? did it break it?

If you can change the length with hex editing, you should choose a 7 digit number to avoid conflicts (7 is the max realm id length). This way no one will ever end up duplicating your realm id on accident.

Keep in mind also, that if you ever did want realm quests, then you must have a realm like a temple, in which is a portal to the realm that has a quest and the realms hero must reside in the temple. Therefore having a portal to a second temple which then leads to the realm, would mean that you must have the hero in the second temple not the first--is that confusing enough. Basically any realm with a realmquest must connect to a central realm/temple that has no realm quest and a hero.

As for hexing the portal, I wonder if you just made it something else, if it would break the portal and make it not appear, or would it cause a crash? I mean when you add a point helper in max that is not recognized by fate it just skips it. I think it would work.
heron
im thinking of creating a water dungeon for aquatis realm.

however, i couldnt figure out the floor panel mdl file from max to fate engine.
zipp40993
QUOTE (Mr. Sir)
As someone who's done this already, I think I may be able to help you out here. First off, using 23 and 25 as your Realm IDs will not work, since the IDs that you will be replacing in your hex-editing are one digit and the replacements must also be one digit.

And as far as the dungeon thing goes, while you can get rid of the portal graphics I do not believe it is possible to get rid of the portal itself.

Sorry to rain on your parade, I really hope this thing works out! smile.gif


Actually, it is possible to use those id's as them when using insert in a hex editor...

QUOTE (maestro)
If you can change the length with hex editing, you should choose a 7 digit number to avoid conflicts (7 is the max realm id length). This way no one will ever end up duplicating your realm id on accident.


Thanks Maestro, I'll do that instead...I've updated the realm id's I'll be using... smile.gif
maestro
yeah it was Nick's idea, pretty smart. so did it work then with the hex editing. I'm curious if Mr. Sir is correct or if it is possible to lengthen the number in the hex editing without breaking the file.
zipp40993
QUOTE (maestro @ Nov 9 2008, 08:28 PM) *
yeah it was Nick's idea, pretty smart. so did it work then with the hex editing. I'm curious if Mr. Sir is correct or if it is possible to lengthen the number in the hex editing without breaking the file.


It is possible to hex-edit them and make it work





And here is the problem with the dungeon portal



I've hexed out the whole entry with no crashes, but I'll try making it something else and see if it works...
maestro
wow, the tiling isn't perfectly seamless but who cares that really looks beautiful.

That is really strange with the dungeon portal though. hexing it out still leaves it there? very odd, I hope it's not something hardcoded.

and that's a pretty funny idea with the hero statue there, lol. Nice looking stuff
zipp40993
Thanks Maestro, for the statue

Fate Ancestor = Main Player

For that statue, I just use Travis's stiched model of the mainplayer in the modkit (I think, not totally sure)

Any ideas for the other hero statue?...
heron
that's the khaos dungeon entrance portal.
zipp40993
I realize that, the problem is removing it...any ideas, Heron?...
heron
QUOTE (zipp40993 @ Nov 10 2008, 01:16 PM) *
I realize that, the problem is removing it...any ideas, Heron?...


how did u remove the other point helpers? like the npcs and altar ?

look for the tag "dungeonentrance".

i dont have that temple of fate scene in max so its a wild guess.
zipp40993
QUOTE (heron @ Nov 10 2008, 01:25 PM) *
how did u remove the other point helpers? like the npcs and altar ?

look for the tag "dungeonentrance".

i dont have that temple of fate scene in max so its a wild guess.


I removed the entry in the scn file

Just curious which one you guys think looks better (or likes better)...I think the Druantia template looks better, and Druantia blends together better than Typhon, but the Typhon one looks more like a sea...

Druantia Template



Typhon Template



BTW, Druantia makes use of tga files so I can change the ground underneath the water to a different avi or png file to give it a more, as Heron said, "flood effect"...Typhon makes use of some tga files but not the ones for the floor template...

Ive also tried overlapping avi's together and avi's and png's together...

Here is a Druantia template with overlapping avi's (just to show what it looks like, not favoring on this one)...



And here it is with an avi over a png...



And a bug I haven't revealed - Stopped/Paused/Stalled Animation

You start to move and there is so much avi usage that the games kind of goes from frame 0 to frame 30 without showing the frames in between, which it doesn't do in the temple part because it uses much less area and avi's...so I'm thinking that only certain parts of the Sea Kingdom can be avi based and the rest will have to png based, unless someone has a fix for this...

The only fix for this I've found is if you wait 3-5 minutes after entering via portal for everything to load, but who wants to wait?...

Something I'm final on - Portal Descision

What I've decided to do with it is leave it (invisible)...

But the monsters in the dungeon will start with a base level of 50 or so, so people won't be encouraged to delve into it so quickly...

That way there is still a dungeon and I don't have to mess around with it anymore...

Another thing - Non-matching tiles

Both use the same texture file but as you can see they are different textures...anyone know why this happens?...I'm guessing it has something to do with tga files?...I'll try making the terrain the same and see if I can get a close enough match...





I also got this after about 5 (Yes, 5) hours of modifying bark.png (ground texture)...Think it's to amateurish?...This was the best I could do...*sigh*...if only there was a blending function within the game...



Last thing for now - Path

Look at the difference in path color because of two different png's to get the ground texture to match...





heron
i dont like the seams.
maestro
I'm afraid the issue that you're running into is that the last step before exporting the town.scn is that you do vertex painting. That is the game applies shadow to the ground based on the location of the skylight.

In the old fate, they used a baked texture called terrainmap that sort of merged with the various individual ground textures, and that is where the shadows came from. Therefore you could edit the shadows by editing the terrainmap. However, this time it seems they went with the traditional vertex painting, letting max create the shadows, which gives a smoother look. However, it means that without the original max scene you cannot ever unify the ground textures, because some will be shaded.

I like the path texture though, and I like the dinosaur picture, everything tiles smoothly there.

Also, If you have Photoshop, you can edit and save to tga. I don't know about other programs, but there must be plugins for it.
zipp40993
QUOTE (maestro)
In the old fate, they used a baked texture called terrainmap that sort of merged with the various individual ground textures, and that is where the shadows came from. Therefore you could edit the shadows by editing the terrainmap. However, this time it seems they went with the traditional vertex painting, letting max create the shadows, which gives a smoother look. However, it means that without the original max scene you cannot ever unify the ground textures, because some will be shaded.


I use Paint.net and it can save to tga's, so are you saying try that for the ground texture?...There are also tga files named TERRAINCOMPLETEMAP, TERRAIN1COMPLETEMAP, TERRAIN2COMPLETEMAP, TERRAIN3COMPLETEMAP, TERRAIN4COMPLETEMAP, TERRAIN5COMPLETEMAP, TERRAIN6COMPLETEMAP, and TERRAIN7COMPLETEMAP...I'll mess with those and show the results...

QUOTE (heron)
i dont like the seams.


Yeah, that's why I asked the experts, the tiles make it look less realistic...
Bloodshadow
You know what? I know how to make the tiles fit seamlessly together! I can make your tile texture into a perfectly repeatable texture than can fit seamlessly together!

If you can attach your texture here, I can make it seamless for you. 100% seamless, guaranteed!!!
zipp40993
Bottom Pic - Post #13

Could you also let me know here or in a PM?...It would make my work a ton faster... smile.gif
Bloodshadow
No, I meant post them here separately, without the text and other stuff.
zipp40993



Bloodshadow
Can you just put your original texture png files here? The ones you just put had a large chunk of white background. I could just crop it, but that will be a few pixels off. I don't want that. Sorry for being picky, but I like to be as precise as possible...
maestro
No, I was saying that in the old fate there was a texture called terrainmap that would allow you to edit the shadows, but this is not the case now. I don't think the tgas even are used in the final product are they?

Also what bloodshadow is offering is to make the texture seamless, but aren't you using avi? or is the ground texture?
zipp40993
I'm using avi's and png's, the walkway/pathway is avi, and the rest is png (otherwise so much avi made the game run in super slow-mo)...

I found the problem with the ground textures, and after doing this, I felt stupid that I didn't think about it before...Take a look...



They are all different areas of texture, so that's why they are having seams, so I can now finally make it without seams...Hooray for me smile.gif

Before I was only editing 2 different files, and now I have the correct 5 files needed...

Thanks for the offer Bloodshadow, and if this doesn't work out how I want it, I'll let you know...

Anyway, this will make my work easier and just wanted to let you know not to look forward to seams on the ground...


And look, the rest of it is seamless!...
Bloodshadow
I'm not really sure what you did there... But I'm glad that problem is solved.

If you or anyone need any help on fixing seams, I'll help you. I want to put my skill to good use.
zipp40993
Do you think this looks to plain/amateurish/bland for a realm?...



zipp40993
Hey guys, I was wondering what people would prefer for the two NPC's (not the statues) to be...I have one as an enchanter and I'm thinking of making the other a weapons/armor merchant...
maestro
Once I get beyond the initial levels, I only go to the gambers, it is impossible to find enchanted weapons any other way.
zipp40993
Gambler, got it...Do you think using an enchanter for the other is a good idea?...

I also have a preview of a dungeon

I call it the "Crystalized Water Maze" - Or really "Crystal Ice Maze"

This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2010 Invision Power Services, Inc.