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View Full Version : Can we create new models and put them in the editor ?



DPsygnet
05-31-2006, 06:39 PM
I'm a 3d Artist and a long time game modder and I was planning a great multiplayer mod that include teamwork and that get you out of questing for pure "fun with friends" (won't reveal the actual ideas, you'll have to wait for the mod beta some month after the game release :p)
And i wanted to add some custom models. Is it gonna be possible ?

i hope so :rockon:

Alkaidia
05-31-2006, 09:43 PM
I believe it has been said that you won't be able to do this at release. But they are planning on releasing the tools to do this as soon as possible. :D

Thanks
Alkaidia

DPsygnet
06-01-2006, 07:44 AM
Your Serious ?!

awesome !! :rockon: :rockon: :clap:

even if we can't officialy do it at release, I or someone will eventually find a way to do it :razz: but an official editor would really be great !

thank you for your answer i am now even more hyped

Aron
06-01-2006, 08:21 AM
As far as even monsters can wear and use player-character equipment and use certain skills, I’m very curious if it would be possible to exchange and use different PC models to play with, like a rebel satyr, a lich king, a medusa, and whatever creep.

Dharken
06-01-2006, 10:59 AM
a 'Battle Cow' for instance... :D

DPsygnet
06-01-2006, 11:15 AM
Well you can count on me to find if we can as soon i get my hand on the game. Most of the time, I evaluate the modding potential of the games before i even play them :D

The only wish i have is that the files are not heavily encrypted, i hope it's like Cnc Generals where files are easy to access and easy to modify without being an open source game

DaveyJJ
06-01-2006, 01:15 PM
The movies show the guys working in Studio Max, I believe. Our firm has licenses for dozens of copies and always gets the upgrades immediately so I'm certain our Animation Director will be pleased if TQ is Studio Max friendly.

DPsygnet
06-01-2006, 01:56 PM
Yea the fact that they used 3d studio max is also a plus for me cause i learned it at school and i'm working with it at my job :D

leth
06-01-2006, 02:54 PM
To extend this question a bit, can we create custom models for our characters and use them for game play?

DPsygnet
06-01-2006, 03:53 PM
well a custom character is a new 3d model so that what the post was about :happy:

and the answer seem to be yes but later so that great.

Dharken
06-01-2006, 04:31 PM
3d max is a great bit of kit, i used it a little at university. Just couldnt get my biped system to work properly :( But it is a great tool and it would be nice to have a plug in or way of porting model from it to the TQ editor!

DaveyJJ
06-01-2006, 05:01 PM
My own 3D skills stop just slightly after recognizing the package ... "Hey, that's Studio Max! Hey, that's Cinema 4D! Hey, that's Maya!" etc. I can work my way around the Cheetah 3D interface (a Mac-only lower end 3D package for my WidgetMonkey stuff) and can do some basic things in Max and Maya, but that's my limit.

Too much other work-related stuff to know (CSS guru, W3C accessibility compliance, valid XHTML stuff and the like), plus InDesign and Illustrator and Dreamweaver, plus my own digital art programs (Painter, Studio Artist, ArtRage, Photoshop) etc etc. No real time to get into 3D heavily, but I admire and recognize outstanding work done by 3D pros.

Dharken
06-01-2006, 05:30 PM
W3C accessibility compliance


Argh it's so hard...

And i cant get stupid PERL to work for a text only script i was making :(

As for 3d, im ok at objects... just dont get me to make a character...

Alkaidia
06-01-2006, 07:44 PM
After reading what happened in this thread I really hope I'm not wrong. :happy:

But I'm am 99% sure that they said they'll be trying to release the tools as early as possible. :D

Thanks
Alkaidia

DPsygnet
06-01-2006, 08:07 PM
After reading what happened in this thread I really hope I'm not wrong.

But I'm am 99% sure that they said they'll be trying to release the tools as early as possible.

Thanks
Alkaidia

If you wrong i hope this thread push them to do it :D
Titan quest could become some serious modder platform, the engine got everything we could hope AND Hack and slash / rpg are rarly modder friendly so TQ could be the home of some great and original new mods that are NOT FPS:whistle: , that be really awesome for us modders and for them :rockon:

That would be cool if a dev could reply in this thread :whistle:

~V~
06-01-2006, 09:16 PM
As max mentioned earlier the initial editor will not have the ability to compile new models and create game assets for them. This is a feature we hope to include in the future. You will be able to modify textures on existing models I believe, but I will have to check with Max to be 100% sure on that one.

DPsygnet
06-02-2006, 07:45 AM
As max mentioned earlier the initial editor will not have the ability to compile new models and create game assets for them. This is a feature we hope to include in the future. You will be able to modify textures on existing models I believe, but I will have to check with Max to be 100% sure on that one.

Good :clap:

But i hope that future is not to far away :lol:

DarkAnger
07-04-2006, 02:05 PM
~V~ any update to the character / creature modeling support?
Can we use Max or Maya or Lightwave to create new content
and compile to game yet?

Thanks
Dark

Linque
07-04-2006, 02:28 PM
Umm, he just answered that?

Buckermann
07-04-2006, 06:25 PM
As far as even monsters can wear and use player-character equipment and use certain skills, I’m very curious if it would be possible to exchange and use different PC models to play with, like a rebel satyr, a lich king, a medusa, and whatever creep.
I just quickly changed the player model to a skeleton (http://img154.imageshack.us/my.php?image=skleplayer5dc.jpg). The black face happend because I didn't changed the default headpiece.
Database entry is /records/creature/malepc01.dbr and /records/creature/femalepc01.dbr

Linque
07-04-2006, 06:30 PM
Having a mod force the player model to be X would open up some very interesting options.

EyEwitness
07-05-2006, 04:41 AM
I have already played around with changing some of the NPCs to cat people (can't spell maenad...manead...whatever it is...) for a little quest I'm working on, haven't tried changing the player. Shame there is no model/animation browser where you can see things before adding them/testing the map.