Author
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Topic: Monsters as chars: how does it work?
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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 30 December 2001 13:44
I recall this experiment where someone replaced the barb anims with the goatman anims;'you can stand and walk around and be a goat man' so how does it work? I've had the crazy idea to replace all characters with D1 monsters (darkmage, balrog, etc.)  But characters have all those various anims, and AFAIK there's no way to DELETE animations. Any help? ------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 30 December 2001 15:41
simple 2 much work every char is made out of about 10 folders each divided into about 20 stats each of thes divided for every weapon and each for every armor etc you end up with about 10000 .dcc files per char, replace monsters with chars is easy if you replace the parts right for like skeletons------------------ Nefarius' Secondary Mod Site Nefarius' Primary Mod Site ------------------ XyRAX v21.00 Comming Soon! ------------------ NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!! quote: Gaze into the Oblivion within yourself and you shall become your greatest fears. the escence of leeching is to request before you try

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 31 December 2001 09:58
The biggest problem, Brother Laz...aside from the sheer number of files you need to replace...is that no monster will have all the weapon and armor graphics you need for characters. So unless you created a mod where all armor is invisible and so are weapons...or your monster character has stats might enough to fight naked and barehanded...it would be a little odd.Not impossible, but it would be a challenge. If you're up to it, go for it...I wish you luck if you do.  ------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download Version 1.0 of Sanctuary in Chaos - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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Zifnab1 Knight

Posts: 91 From: Dallas, TX, U.S.of A. Registered: Feb 2001 |
posted 01 January 2002 23:11
The other thing you need to worry about is the # of directions. Monsters are 8 directions, players are 16. I changed the Necro into a skeleton, and it almost worked 100%. The skeleton has the same number of armor settings as players, but a lot less weapons (it also has bows and shields which is a plus). It would crash every now and then if I attacked in a certain direction.Zif

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 01 January 2002 23:31
to fix the frame count edit the file and add some frames twice------------------ Nefarius' Secondary Mod Site Nefarius' Primary Mod Site ------------------ XyRAX v21.00 Comming Soon! ------------------ NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!! quote: Gaze into the Oblivion within yourself and you shall become your greatest fears. The escence of leeching is to request before you try

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 02 January 2002 07:20
Items don't bother me, most everything that can be used as a weapon is class-specific.I think I'll just replace everything by transparent one pixel 'animations', except one (and that one will contain the entire graphic). If I make attack and cast use the same anim, and set all armor looks to 0 for everything, I only need to do: 16 directions for walking, standing still, cast/attack, getting hit and dying. 16*5=80 animations. Easy. I have already taken my pick. It'll be lots of work, but I think I can do it (I hope... ) ------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 02 January 2002 07:22
Yeah, good luck man but expect alot of failure and crashes.  ------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 02 January 2002 07:50
Why? It's just a matter of replacing one graphic (torso, probably) by the entire monster, and all others by empty graphics. Doesn't sound that much harder than ordinary monster editing does it?------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 02 January 2002 10:11
im making something similar just lower scale, changing the rogue hirelings in act1 to zons the process is close to identical------------------ Nefarius' Secondary Mod Site Nefarius' Primary Mod Site ------------------ XyRAX v21.00 Comming Soon! ------------------ NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!! quote: Gaze into the Oblivion within yourself and you shall become your greatest fears. The escence of leeching is to request before you try

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Avanent Serf
Posts: 4 From: Registered: Dec 2001 |
posted 02 January 2002 14:10
you shoudl start by first changing the summons, shoudltnt be to hard, then take the next level, the druids shapeshifts, after that try the hireables. If that is to hard then dont go farther.[This message has been edited by Avanent (edited 02 January 2002).]

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