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    Poll: For now you can download the mods via torrent:...

    For now you can download the mods via torrent: (magnet link)

    If it doesn't start too quickly that means my computer isn't on (which probably won't be too often :shifty:).
    Please wait a few hours...
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    Poll: The hosting I had them on was Google's free App...

    The hosting I had them on was Google's free App Engine tier, which appears to have run out. (I might have been able to save them by upgrading the application type in time. I'm not sure.)

    I'll look...
  3. Thread: MeshView

    by Tamschi
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    There is currently no direct support for creating...

    There is currently no direct support for creating meshes with multiple sub-meshes, but you can make it work for static ones by compiling them into a single .obj file with a mesh editor and loading it...
  4. Thread: MeshView

    by Tamschi
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    Well, once in a while at least. I couldn't...

    Well, once in a while at least.
    I couldn't figure out how to properly calculate the animations, so the project is currently on ice again.
    I may look into it again later though, when I come across...
  5. Thread: MeshView

    by Tamschi
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    http://www.youtube.com/watch?v=z0MplT-vaws...

    http://www.youtube.com/watch?v=z0MplT-vaws
    https://dl.dropboxusercontent.com/u/5013896/forum/titanquest.net/images/1.2015/TQ%20Animation%20Whoops%202.gif

    I'm pretty sure I know what's wrong...
  6. Thread: MeshView

    by Tamschi
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    Here's the new version, without the requirement...

    Here's the new version, without the requirement for XNA: MeshView 2031.12.2014.zip

    It's not fully tested but it should work for the most part. You can't load meshes through the XNA pipeline any...
  7. Thread: MeshView

    by Tamschi
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    I'm working on loading the .tex files without XNA...

    I'm working on loading the .tex files without XNA (mostly because that dependency causes trouble with continuous integration :whistle:).
    ...
  8. Thread: MeshView

    by Tamschi
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    27,556

    I suppose this is extremely late, but I'm really...

    I suppose this is extremely late, but I'm really glad to hear when my programs help someone. It means a lot to me :happy:


    Anyway, I just released the source code for MeshView, after updating a...
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    This is MeshViewer, not MeshView. The latter...

    This is MeshViewer, not MeshView.

    The latter is still in the works for a little bit because there are a lot more source files and dependencies I need to paste the license header into.
    I'll bump...
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    I just released the source code for this at...

    I just released the source code for this at https://bitbucket.org/Tamschi/meshviewer (full solution at https://bitbucket.org/Tamschi/tq-tools).

    I don't remember whether this still has that texture...
  11. Thread: ModMerge

    by Tamschi
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    I just released the source code of ModMerge at...

    I just released the source code of ModMerge at https://bitbucket.org/Tamschi/modmerge
    (Clone the full solution from https://bitbucket.org/Tamschi/tq-tools to get the dependencies.)

    Calling it a...
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    This can also be edited in the animation file, if...

    This can also be edited in the animation file, if there are side effects with the other method.
    There's no tool to do it yet though, afaik.
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    Poll: I haven't checked this forum in a long time,...

    I haven't checked this forum in a long time, sorry about missing the message. (I should have gotten an email though... I probably missed it somehow.)

    Hm... that's a good question actually. The mod...
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    I doubt it, or at least I would just use a single...

    I doubt it, or at least I would just use a single dictionary lookup to assign the bone. It also wouldn't be possible to animate them properly with fused bones (what animated armour does) that way.
    ...
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    I was going to reply that that's unfortunately...

    I was going to reply that that's unfortunately not possible because there's no proper import/export to some other format, but on second thought you can actually do this, possibly in two different...
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    As I said, the extents or hit boxes are the most...

    As I said, the extents or hit boxes are the most likely candidates.

    Check the human mesh for reference values (or experiment to see if something in-between works), though I think any hit boxes on...
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    Ah, I see. What I did for the tigerman mod was...

    Ah, I see.

    What I did for the tigerman mod was to add the tigerman texture files with the paths/names of the original player textures.
    Using the invalid custom map method they then become...
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    This replaces all player characters with...

    This replaces all player characters with Arachni(?), right?

    You can avoid broken textures on other players and the dyes by overriding the textures directly. The only downside is that you'd have to...
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    About getting stuck at the cave entrance: It's...

    About getting stuck at the cave entrance:

    It's possible that the game uses mesh extents or hitboxes for that (though both don't seem that likely...). You can edit them with MeshView, hit boxes are...
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    (Just for fun, since I didn't see you mention me...

    (Just for fun, since I didn't see you mention me first time around :p: )

    With MeshView:

    1. save partial data (.obj)
    2. [edit in some editor while preserving the vertex order]
    3. load partial...
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    You forgot to mention my Animation Combiner ;) ...

    You forgot to mention my Animation Combiner ;)

    It's somewhere on my Titan Quest Modding page and lets you combine animations from different sources to make for example special attack animations...
  22. Thread: blah

    by Tamschi
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    It's possible you can use TQ Defiler...

    It's possible you can use TQ Defiler to edit it. I'm not sure though.
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    Hm, I wonder... Technically you'd "only" need one...

    Hm, I wonder... Technically you'd "only" need one 3D mesh warp template (think 3D texture with destination vectors for every point in space, with reasonable resolution, or parametrized volumes) to do...
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    If the additional vectors weren't there, the...

    If the additional vectors weren't there, the camera would just sit at a fixed point relative to the attachment point, for every mesh it's used on.

    The vectors you see are actually one position...
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    Yes, it's an attachment that's called......

    Yes, it's an attachment that's called... something :p It's been so long that I don't remember what it's called.
    You can pick it from the default PC mesh and paste it into any other without issue...
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