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Post by fatihG on Jun 27, 2016 4:07:55 GMT -6
Sweet, Ill give it a go later today! fluffyquackJust to be sure, using the ModManager you do not need to unpack any of the game files right? Did a quick test and could not get it to work. I got it to build the archive list. With any mod installed, the game simply does not launch. I noticed it creates the folder structure of the mod I try to install in the 'backups' folder. But it does not actually make a back up of the files I am trying to modify, the folders are all empty. I am sure the mod has been set up correctly using the proper folder structures and naming, as I had made a typo before and with that installed the game would launch but the mod would not actually be applied. You can get the 'Vampiric Miriam' mod from the following link, if you need something to test with. www.fagurd.com/BSMods/mods/VampiricMiriam.zip (To anyone wanting to use this mod, I would hold off on downloading it. If it is a problem with the files itself, the download will be useless anyway.)
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fatihG
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Post by fatihG on Jun 27, 2016 1:35:52 GMT -6
Since it isn't official content it should not matter at all. So far the only thing the dev team seems to be worried about is 'leaking' actual game content.
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Post by fatihG on Jun 27, 2016 0:13:53 GMT -6
Screenshot:
I will look into changing the colours of the special effects as well, if it is possible at all.
Video: Should be done uploading in about half an hour.
OMG the classic black & red combination, this is cool. Could we get the mod assets? Yes! The moment fluffyquack releases his update for the ModManager I will make my mods compatible with it and release them as well. =]
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fatihG
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Post by fatihG on Jun 27, 2016 0:10:05 GMT -6
We havent gotten an official public statement. When I asked for clarification from Mana she basically confirmend my assumptions. Which was it is ok to modify anything that is currently public, however they whish for us not to show anything that they havent released yet. But yeah, Mana it would be great if you could make an official statement regarding guidelines for 'acceptable' mods.
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Post by fatihG on Jun 26, 2016 23:56:03 GMT -6
fluffyquack thats really interesting! im surprised at how many animations just have a punch when attacking while crouching. Just an heads up. My post showing all the weapons was deleted. Read the OP when it comes to showing new stuff not shown in the 'vanilla' demo. I suggest editing the post at some point otherwise it might get deleted as well.
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Post by fatihG on Jun 26, 2016 22:38:46 GMT -6
Added a quick little disclaimer to the OP. Anyone that is interested in modding the Demo please read it. Apart from that, tomorrow after work I will experiment some with custom models. I've got an idea that I think would be pretty interesting and fun to execute! =] kipzthanks! Yeah when the modmanager is ready I'll start releaseing the mods. =]
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Post by fatihG on Jun 26, 2016 22:34:49 GMT -6
Yep even if it is a really simple model viewer like they used to show case Miriams model l, thatd make my day.
I always love stuff like that that allows me to inspect and possibly learn new stuff from the models.
They had this in Kid Icarus as well and I learned a few things from it!
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Post by fatihG on Jun 26, 2016 22:30:50 GMT -6
Just some quick thoughts. And notes for myself so I dont forget.
I think what could be interesting is have most of the forums body actually be transparent. If it is transparent, we could emulate the separate/floating windows in the demo's menus.
When it comes to the font that was in the game files, I think the preinstalled font that comes closest is Lucida. Than again I havent examined the fonts in the menus itself too closely and they are likely to be different fonts anyway.
We need to look into a mobile theme that would complement this theme as well.
Using the shard icons as topic icons. Red for stickies, purple new post in sticky? Yellow, read topic. Blue, new topics/posts.
status effects as emojis? Not sure how usefull theyd be but their sizes seem to be 'emoji' size.
Arrow icon for go to top/bottom.
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Post by fatihG on Jun 26, 2016 19:46:27 GMT -6
Yeah, Looking at the way the assets are set up in the game it definitely seems like what I am doing will be similar to how Inti will do it. Basically the body is a separate mesh, so for that they can just use different textures. The visual options in the game so far lists, eye, ear, hair, head and muff as I had stated in the OP. So looking at that customize image, here is what I think will happen: Eye: Glasses, Plaguemask. Ear: Elf Ear. Hair: Different hair styles and colours. Head: Tricorne, Top hat, Ribbon Her skin and outfit seem to just be recolours, there isn't anything that is different design wise. For the crystals on her skin, the game uses a separate texture for it alongside the crystals actually drawn on her skin itself. So if they were to make a 'Pure Miriam' I assume they will do what I did, and simply get rid of the crystals on the skin texture and remove or disable the additional crystal texture. For the version of Miriam where she is being consumed by the crystals I assume they will just add more crystals to that particular texture. But who knows, maybe they'll add more customization options to the body as well instead of just using recolors. (Game files so far does not suggest this though) --edit-- I really do hope that at some point they add a 3d model of Miriam in the menus to reflect what your character looks like in the game. Would be a pain in the but to create a bunch of different sprites depending on what you are wearing. (would save me time creating custom sprite for the menu as well! haha) --edit 2-- When fluffyquack releases his modmanager with Bloodstained support I'll release my .psd for the body and default shoes as well. It has all the elements masked out properly, so changing the different colours should be easy for anyone that wants to give it a go.
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Post by fatihG on Jun 26, 2016 19:07:47 GMT -6
What about all the female enemies in the Castlevania games?
Werebat, Draculina, Rasulka, Harpies, to name a few.
Generally the more 'monster like' or 'natural' these enemies were, the more skin they would show.
When it comes to Vepar, to me it looks like an upgraded Rasulka boss. Rasulka was pretty naked as well.
But than again, it depends on which 'head' you would consider to be the sentient one. For all we know the head in the middle of the belly could be the sentient one, and the 'human' head is more like a lure.
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Post by fatihG on Jun 26, 2016 18:06:54 GMT -6
OS: Windows 10 64-bit Processor: Intel Core i7 6700k Memory: 16 GB RAM Graphic: Nvidia GeForce GTX 980 Not entirely a bug/glitch but definitely something that should be fixed. If you get a shard and change rooms before the shard reaches you, you permanently lose the shard (accidentally fell into a hole after i killed something and saw it flying toward me, checked inventory in the next room and no new spells added). Doesn't sound like a bug. It makes sense that you do not gain something if you do not pick it up, or give it enough time to absorb it. Also since it isn't something you can miss, as in it only happens once in the game, I do not see an issue with it. Just means you've got to be more aware of what is going on on screen. The only time I can see this being an issue is if you were to open a chest or something and you manage to move out of the room before you acquire it. If the chest would be still open after you enter the room, it would mean you have missed that pickup.
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Post by fatihG on Jun 26, 2016 17:51:27 GMT -6
Screenshot: I will look into changing the colours of the special effects as well, if it is possible at all. Video: Should be done uploading in about half an hour.
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Post by fatihG on Jun 26, 2016 14:33:23 GMT -6
I liked what you did with Vepar, fatihg. but i'm at the vocal minority (i think) that liked Vepar with it's original design and colors. Yeah, i prefer her with that bright poisonous blue and pink colors, but thar's me This is exactly why I love modding, it gives people options. Have something you want to see in a game? Change it yourself. Did someone create a mod you are not a fan of? Just ignore it.
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Post by fatihG on Jun 25, 2016 23:48:13 GMT -6
That's a lot of clubs, and some quite intricate in design too. The assortment reminds me of the weapon selection assortment in Kid Icarus: Uprising. As an aside I'm hoping the guns are actually useful. Anyway, nice work finding these Capes.... it is possible, however it is a bit more tricky to set up as you will need some third party tools (physX/nCloth). I am assuming they use nCloth for the scarfs. Also about the vampire mod... funny you mention that.. I made a quick sketch the other day of Miriam as a vampire And was considering a Vampire mod at some point. Still pretty rough though. =] Man that fanart is great ! I really love the horns. I'm going to tag Mana just so she gets a chance to see it. I'm sure I'm not alone on this board in being a 90's kid who got caught in the DBZ vortex (among other shows) so stuff like transformations, super-modes, etc. have always been super appealing to me. I think I've said this before, but given what we know about the narrative and comparisons to like the Aria of Sorrow and Dawn of Sorrow I really do hope we get to see something like "Demon Queen Miriam" either as an adversary - similar to the "bad" ending in Dawn of Sorrow - or, preferably, playing as her - similar to in Aria of Sorrow from when you defeat Graham and officially become Dracula until the fight with Chaos. The "character is half X/half Y or has a secret side/power that is both a complication they have to deal with but also the key to their success" is a well worn trope but I'm a fan of it when it executed well. Full transformations are by far the best though (stuff like Devil Trigger) as opposed to weak stuff like just eye color changes or auras. Let's see Miriam turn her head piece into actual horns Nooooo!... It's a super rough sketch. Was planning on posting a more refined thing later on it the fanart forums. Anyway its really late right now... or should I say early? So I'll just post this here while it is uploading. Played around a bit with Vepar and its textures. Comparison Screenshot In the developer feedback topic I talked about how I felt like it was lacking detail and that the colours felt too bright and saturated. With this mod I basically tried to show what I meant. Added detail to the creature, desaturated the colours, shifted the hue of the colours as well so that it feel more like a whole now. For example, the blue of the body is now a bit more green and the green seaweed now has a bit of blue in it. Since everything now has a more overall 'greenness' to it, the contrast with the red crystals work a bit better now as well. I am sure not everyone will agree with what I have done to this creature.. =P Video Should be done uploading in about 40 minutes. Funny thing with this creature is that it is using a water texture that is being used in other places as well. (Shallow water, waves in the BG, etc.) So because I changed them for Vepar, all of the water in the other areas have been updated with a higher res texture as well. =]
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Post by fatihG on Jun 25, 2016 22:36:13 GMT -6
Right click on 'This PC' > Properties, or just type system in the search bar. Check 'System type'.
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Post by fatihG on Jun 25, 2016 19:26:48 GMT -6
Sweet! =] Yeah again if you need help with modifying the graphics and what not as well, just let me know. As for the font in the game files, kakurei-M it is a commercial font, so just make sure you can actually use it. I couldn't find a way to extract the font from the game files. Google for it didn't help much, but I did find a Japanese site with information on the font itself. fontworks.co.jp/font/design/kakurei/M.html
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Post by fatihG on Jun 25, 2016 18:33:42 GMT -6
That's interesting! =]
I am looking at HEX editing some of the files to mess around with attack power or whatever... However... I know nothing about HEX editing. Did see some variables like 'baseStr' and what not but no idea what I actually need to change to increase or decrease the base str.
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Post by fatihG on Jun 25, 2016 18:12:52 GMT -6
Visual glitch: Miriam's 'ghosting' effect happens on the weapons she is holding as well. Would make more sense to have these weapons at like they are part of Miriam instead of them being considered separate objects. omegavanguard Is your machine a 32bit one? Afaik it wont work unless it is a 64 bit machine.
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Post by fatihG on Jun 25, 2016 16:32:56 GMT -6
Capes.... it is possible, however it is a bit more tricky to set up as you will need some third party tools (physX/nCloth). I am assuming they use nCloth for the scarfs. Also about the vampire mod... funny you mention that.. I made a quick sketch the other day of Miriam as a vampire And was considering a Vampire mod at some point. Still pretty rough though. =]
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Post by fatihG on Jun 25, 2016 13:02:08 GMT -6
I am actually extracting the UE4 as I speak, the way you worded it made me think there was a way to use the files directly in UE4 after the unpack. edit - to calirfy, I had alreadu unpacked everything in order to start doing the mods. At the moment I am ripping the data from the .uassets.
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