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  1. #1
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    Griffin pal in torchlight?

    Mods, I understand this might be questionable. If such discussion isn't allowed here, just lock the thread and I won't post it again.

    So...I remember in Fate, I had a permanent fished griffin as my partner/pet in the game. Griffins are my favorite Mythical Creature, and so he was very special to me.

    I thought with the editor, I could "bring him over" by making a quick mod, but then quickly discovered that there is no griffin enemy in Torchlight to clone into a pet or fish effect.

    Since I own both games(bought Fate: Undiscovered Realms on CD a while back, before Torchlight was released), I was wondering if the models in the two games are interchangable? I understand some hacking might be involved, but I am tech savvy enough to not mess my computer to bits.

    I'm guessing both games work off the same engine(the models and stuff in Torchlight look to be rendered the same way as Fate, at least). I am no wizard with the mod tool, but I should think if the models work the same, I should, in theory, be able to clone one of the pets and swap the model file, right?

    I won't release the mod to the community, since there would be no way of checking if people owned both Fate and Torchlight to legally play with the model in Torchlight. (Maybe post the method, but certainly not any files from either game, as they shouldn't be just handed away to people who don't own the game disks.)

    I'd just like someone who's played more with the editor to confirm or deny that this would/could work, before I invest hours doing it myself(finding the specific file in Fate's data, wherever that might be stored, for the gryphon, then adding it into Torchlight, then making the pet, ect.) There's too many first time things for me to try this without knowing I'm not messing up along the way.

  2. #2
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    Re: Griffin pal in torchlight?

    Torchlight uses Ogre3D for its graphic engine, and nothing from FATE is in Torchlight tech wise.

    Either way as long as you have the model, the skeleton, the animations, etc in the proper formats you simply need to go into the mod tool and setup all the necessary animations for the Unit.

  3. #3
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    Re: Griffin pal in torchlight?

    Quote Originally Posted by Omnifas
    Torchlight uses Ogre3D for its graphic engine, and nothing from FATE is in Torchlight tech wise.

    Either way as long as you have the model, the skeleton, the animations, etc in the proper formats you simply need to go into the mod tool and setup all the necessary animations for the Unit.
    Ah, ok. So they do use totally different engines.

    In that case, looks like I'd need a ripper/exporter for Fate, and then a compiler or 3d plug in for whatever Torchlight expects the models to be in.

    The first is usually totally illegal. The second only legal if there's an import for things like .obj or .3ds files for Torchlight by the developer. Either way, it's not going to be a copy/paste job, and is starting to tread on the copyrights of Fate, since Fate isn't supposed to be modded by the end user in the first place.

    Thanks for the info.

  4. #4
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    Re: Griffin pal in torchlight?

    Just a quick update to correct some of my facts. Fate in fact can be modded, and the developers even handed out the model compiler plug in for 3d studio.

    The catch is that while you can compile models into Fate, you can't uncompile them back out. So while modders can add their own custom models into Fate, modders can't grab the models and animations of the original creatures, only the skin files(for recoloring, I guess.)

    I am also not aware of any compiler/exporter for Torchlight models. Which is odd, considering the editor tools contain stuff for importing models into Torchlight. Perhaps the developers simply forgot to release that part of the modding tools, or don't want people adding new models yet.

    Looking at the file types and data, the main differences between the two programs, besides the obveous file extension difference, is as follows:

    -Fate stores the animation skeleton inside the model file, while Torchlight's seems to be stored in the mesh file. Because of this, Fate's system is much more open for copying animations between models(as the skeleton rigging will attempt to grab whatever mesh it's been handed.) However, Torchlight's system takes much less space for the models, having only one copy of the skeleton data per model instead of one copy per animation file.

    -Textures in Fate are in .jpg or easier images to edit, while textures in Torchlight are stored in proper .dds texture files.

    I tried copying and renaming the extensions, and using photoshop to convert the textures to .dds, but the 3d formats seem different enough to just cause a crash in Torchlight. It's probably the different way the skeleton animations work.

    Conclusion:

    -Textures can be converted through simply using photoshop and the Nivida plugin for .dds texture files.

    -Models can't be converted at all, unless some third party writes a ripper/converter for the Fate animation files. Both 3d model formats support practically the same thing, they just store them different enough to not be compatible. Some sort of bridge program will be needed, as well as info on how Torchlight models work.

    Writing a bridge program is beyond my skills, as I'm no programmer. Plus, while Fate and Undiscovered Realms are pretty old, the third expansion isn't, so Wild Tangent probably won't let anyone write one, as they are still making sales on the game files. Up till now, everything I've learned has been through poking the files(which are simply open in the program's install directories, or in the case of torchlight, in a rar file that can easily be unzipped) and using software that is legal to use.

    The next step (cracking the model formats) is plain illegal according to the EULA, since it would fall under "reverse engineering the software". So, this is where I'm going to stop.

    No fluffies in Torchlight. Oh well.

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