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  1. #1
    Join Date
    Jan 2011
    Location
    Mandaguari, Brazil
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    Re: How to create your own Torchlight monster varieties, using existing Torchlight mo

    Hey, I was doing a Skeletal Warrior variety, but the shield and sword texture that I made doesn't appear :\'( The texture replace lines are like this:
    [TEXTURE_REPLACE]
    <STRING>NAME:skeletonarmored
    <STRING>TEXTURE:media\models\weirdskeletonwarrior\ skeletonwarrior_diffuse_weird.dds
    <STRING>NAME:Material_#38/15_-_Defaultaaa
    <STRING>TEXTURE:media\models\weirdskeletonwarrior\ skeletonwarrior_diffuse_weird.dds
    <STRING>NAME:Material_#38/helmet
    <STRING>TEXTURE:media\models\weirdskeletonwarrior\ armorweird.dds
    [/TEXTURE_REPLACE]
    Also, before I did the:
    <STRING>NAME:skeletonarmored
    <STRING>TEXTURE:media\models\weirdskeletonwarrior\ skeletonwarrior_diffuse_weird.dds
    Only my shield texture appeared, the rest was the default one.
    What do I do?

  2. #2
    Join Date
    Dec 2009
    Location
    Same as you, at the center of the universe
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    Re: How to create your own Torchlight monster varieties, using existing Torchlight mo

    Hi I have a question about setting the weight, from your discussion that goes...

    The weight determines how likely it is that this event will occur, so our previous weight of 92, 8, and 3, plus our newly added object with weight 3, means that our new monster has a likelihood of (3/(92+8+3+3)) to spawn when the game calls the SKELETON_TREASURE spawnclass.
    Does this affect the spawn chance for a single unit of this type? Or does it affect the number of units that will be spawned when called?

    I'm asking to be able to spawn mobs of a desired unit, like 4, 5 or 6 at a time

    BTW, this is an excellent, excellent guide! Thanks so much for writing it out

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  3. #3
    Join Date
    Oct 2009
    Location
    Orange County Zoo, CA
    Comments
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    Re: How to create your own Torchlight monster varieties, using existing Torchlight mo

    I did not realize there were questions posted here... sorry, better to send me a PM in the runic games forums if you want a quick response.

    Well, better late than never I suppose:

    For texture replace I recommend you use [TEXTURE_REPLACE][/TEXTURE_REPLACE] for each texture you want to replace, do not group all the textures or the game will get confused.
    This goes for everything with brackets, as each skill must have its own SKILL bracket.

    Regarding spawn quantities, there are a few things the game uses to determine quantities, these weights are raw percentage chances that it will spawn that type/class. Depending on how the spawning is set up on the map/dungeon/layout your amount spawned will be a result of that spawner preset on the level general or level unique spawner, and combined with the min/max set below the weight. This is a little hard to explain, so your best bet is to play around in TorchED with the unit spawner and adjust your weights as well to see first hand what happens.


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