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Re: [(BASIC VERSION) CUSTOMIZED MONSTER] CULTIST/MONK

Posted: Mon Nov 12, 2012 12:03 am
by Kuningas
Hmm, I never suspected the specular map for this, I have to admit. Your proposed treatment might save patients -- with zero percent fatality rate! Incredible!

Re: [(BASIC VERSION) CUSTOMIZED MONSTER] CULTIST/MONK

Posted: Mon Nov 12, 2012 11:31 pm
by HaunterV
looks like death from gauntlet.

Re: [(BASIC VERSION) CUSTOMIZED MONSTER] CULTIST/MONK

Posted: Mon Nov 12, 2012 11:41 pm
by msyblade
The Wizard needs food!

Re: [(BASIC VERSION) CUSTOMIZED MONSTER] CULTIST/MONK

Posted: Tue Nov 13, 2012 9:05 pm
by Kuningas
Yeah, it looks a bit fierce. Maybe because it's so friggin' tall and has a huge hump on it's back : D. Giant cultists, hm.

Today I did a few of the texture variations. I'll publish them when I've got their stats set up (so they'll require less tweaking and will cast their respective spells etc.) I can take pictures, of course, but I have a feeling I'll still be doing some changes, because I noticed slight graphical artifacts on some of the textures.

Currently I have:
-Poison cultist "apotechary" (green with a reddish skull symbol)
-Flame cultist "pyromancer" (red with a flame-like symbol)
-Ice cultist "refrigerator" name subject to change ; D (blue with an icicle-like symbol -- a snowflake may have looked silly)
-Sun cultist "high-priest", maybe (yellow with a sun symbol)
-Reaper (black robe, no symbol, probably something nasty as a spell)
-The regular purple (which is currently fulfilling no role)

Planning:
-I have sun symbol, so a moon would also make sense? No idea what it would do, though.
-Monk (brown robe, non-hostile)
-Novice (gray robe, very weak, casts only inferior spells)
-Anything you want?

I also thought I'll need to make some custom sounds for these, the Goromorg sounds a bit too monstrous. But I'll have to see if I can borrow some quality gear for this.

That is all for now.

Re: [(BASIC VERSION) CUSTOMIZED MONSTER] CULTIST/MONK

Posted: Wed Nov 14, 2012 1:01 am
by Neikun
I have an updated thought on why our transparent textures are not working right in the alpha test. (Have a white outline) I believe it may be entirely GIMP'S fault. I was testing out the transparent texture of my Urgardian and noticed I got less whiteness with DX1 than DX5.
It was still there, but there was less of it.

Re: [(BASIC VERSION) CUSTOMIZED MONSTER] CULTIST/MONK

Posted: Wed Nov 14, 2012 4:11 pm
by Kuningas
I've used Paint.net to save my dds's, but I can imagine it has the same problem. (It at least handles transparency very differently from my ancient Photoshop 7.0, which I use for the actual texture editing)

I'll try DX1 and getting a dds plugin for the PS and report back.

EDIT:

DX1 seems to have lessened the impact somewhat, but I didn't manage to get the Nvidia DDS plugin working (it confuses the blazing hells out of me to be frank), it actually caused a crash just now. I think I'll need to learn more about the format before proceeding, hmm.

Re: [(BASIC VERSION) CUSTOMIZED MONSTER] CULTIST/MONK

Posted: Thu Nov 15, 2012 1:31 am
by Neikun
I actually have no idea how to install it either. I have tried five different approaches.

Re: [(BASIC VERSION) CUSTOMIZED MONSTER] CULTIST/MONK

Posted: Thu Nov 15, 2012 8:38 pm
by Kuningas
I just copypasted it into the plugins folder (among the other filetypes), and it does open, but it crashes when I try to save anything as DDS. It has a ton of options, though, so there might be something incompatible ticked, I just don't understand what the options mean.

EDIT: Progress! Sweet progress!

I don't know why, but when I saved all the textures (dif, normal and spec) as dx1, the glistening disappeared completely, at least seemingly. I rememember DX5 was recommended, though, so it remains to be seen if it causes trouble elsewhere.

Re: [(BASIC VERSION) CUSTOMIZED MONSTER] CULTIST/MONK

Posted: Sat Dec 29, 2012 12:15 am
by undeaddemon
Kuningas wrote:Yeah, it looks a bit fierce. Maybe because it's so friggin' tall and has a huge hump on it's back : D. Giant cultists, hm.

Today I did a few of the texture variations. I'll publish them when I've got their stats set up (so they'll require less tweaking and will cast their respective spells etc.) I can take pictures, of course, but I have a feeling I'll still be doing some changes, because I noticed slight graphical artifacts on some of the textures.

Currently I have:
-Poison cultist "apotechary" (green with a reddish skull symbol)
-Flame cultist "pyromancer" (red with a flame-like symbol)
-Ice cultist "refrigerator" name subject to change ; D (blue with an icicle-like symbol -- a snowflake may have looked silly)
-Sun cultist "high-priest", maybe (yellow with a sun symbol)
-Reaper (black robe, no symbol, probably something nasty as a spell)
-The regular purple (which is currently fulfilling no role)

Planning:
-I have sun symbol, so a moon would also make sense? No idea what it would do, though.
-Monk (brown robe, non-hostile)
-Novice (gray robe, very weak, casts only inferior spells)
-Anything you want?

I also thought I'll need to make some custom sounds for these, the Goromorg sounds a bit too monstrous. But I'll have to see if I can borrow some quality gear for this.

That is all for now.
Hi All,
Has anyone developed any models etc, that relate to Cultists | Priests in some human or demi human form?

That would really correlate to my current storyline for this dungeon.

Thanks!!
UD

Re: [(BASIC VERSION) CUSTOMIZED MONSTER] CULTIST/MONK

Posted: Sat Dec 29, 2012 11:57 pm
by Kuningas
I've not published the edited versions of the cultist because I've been lazy with the scripting. : P

But since there is interest, I'll do my best to finish them soon!