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Author Topic: Question  (Read 1954 times)

Offline ORI

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Question
« on: 2009-02-06, 15:07:01 »
How do I take a screenshot in VTMR without Alt-Tabbing?

Also is there anyway to place custom lights on scene?

Im asking cause I decided to use VTMR multiplayer to make a storyboard for a movie I am making

Offline Javokis

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Re: Question
« Reply #1 on: 2009-02-06, 21:54:54 »
Press f12 to take a screen shot in-game. The screen shot will be a .bmp file located in the main VTMR directory.

Custom lights? Only if they are dyna-lights like the torch and flashlight - these can be created using not editor. You can only create a func_light in the embrace map editor where it has to calculate the light shadows upon compilation. 

Sounds cool... I always like watching movies of VTMR gameplay.

Signothorn is currently working on a Steven Seagal "film" in VTMR. So far, the segments he's showed look awesome. He is using E-Mod 1.8 to make the film.
« Last Edit: 2009-02-06, 21:57:07 by Javokis »
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Offline ORI

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Re: Question
« Reply #2 on: 2009-02-07, 09:27:01 »
Ah yes I believe Iv seen his early attempts posted on PV but IMO he would  do well to ask advice of Az or some other filmmaker as far as making the shots(positioning the "camara") in the movie so it would look slightly more professional.

On other It maybe that I will get back to working on the WoDal Chargen now that I have Flash CS4 that make it easier to manage OO style programming.

Also if you want to make Obteneberation(Iv seen someone asking you about it on PV) Iv already made a functioning Arms of the Abyss actor some time ago(for use with my PnP character skin) that looks fairly decent(and can  grapple other actors by telling it to "feed" on them)
If you want I can upload it when I get home on monday. Or you can ask Palp, Matt, B, or Lenora if you happen to know any of them(Part of my current PnP group whom I play with for some time now).








« Last Edit: 2009-02-07, 09:56:37 by ORI »

Offline Javokis

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Re: Question
« Reply #3 on: 2009-02-07, 14:12:30 »
You mean this thread:

http://forumplanet.gamespy.com/redemption_modding/b50396/19974590/p1/?60

I keep passing the ball on Obtenebration whenever someone tries to give it to me. I do have some ideas on how I would do it, but my plate is pretty full as it is. Glad to hear you want to keep doing stuff for Wodal. I'm looking forward to see what you have in mind for the character builder.

As for Signothorn's new 'films', he's going in an entirely different direction than that Fright Night stuff he did awhile back for YouTube. The new stuff is pretty funny. I offered to make some scripts in Wodal to help make his work a little easier. He has been thinking about using Wodal lately, but has stuck with E-Mod 1.8 at least till Wodal 0.4a arrives.
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline ORI

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Re: Question
« Reply #4 on: 2009-02-07, 16:12:20 »
After all these years I still play PnP VTM using VTMR and I think WoDal has lots of potential, its only lacking in interface on parts that make it somewhat complicated and uncomfterable for the average user(when compared to WTD or WoDmod) so with a Chargen and a Script Generator(im thinking something simple like the HTML tag editor in flash only for WoDal Tags that will eliminate the need to dig through the text files to find the right commands/syntax when authoring WoDal scripts)

However ill stick with compleating a  Chargen at first to keep it simple( since iv yet to explor working with dynamic text fields in flash to a sufficiant level)

As for the thread you posted a link to, maybe im abit of a purist but please call it Necromancy instead of Mortis and make it as close as possiable to whats it is in VTM,
because if im successful with the Chargen it willl mean that all characters created with it will have All the PnP attribuites and abilites on its text files (even if its set to 0) .

Offline Javokis

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Re: Question
« Reply #5 on: 2009-02-07, 19:26:28 »
But what I'm working on IS Mortis... NOT Necromancy. Necromancy is not the same as the Mortis. Check Vampire - The Dark Ages book (Pg 152-153).

Necromancy is a different project not to be confused with Mortis.
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline ORI

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Re: Question
« Reply #6 on: 2009-02-08, 02:19:55 »
My bad, Iv yet to read Vampire The Dark Ages because I have not met anyone that actually uses it

Offline Javokis

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Re: Question
« Reply #7 on: 2009-02-08, 11:51:19 »
I needed it because VTMR has both dark age and modern day aspects. Mortis is a strange and powerful discipline. As for the arms of abyss, go ahead and send it to me though I wont be working on Obtenebration till awhile from now.
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline ORI

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Re: Question
« Reply #8 on: 2009-02-12, 17:43:21 »
Here is my Lasombra character skin and with it arms of the abyss

Offline Javokis

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Re: Question
« Reply #9 on: 2009-03-14, 14:24:39 »
I just now took a look at your arms of the abyss. I am totally putting this into Obtenebration. I'll need to make some adjustments, but so far, it's perfect. I noticed on your Valen model his clothing doesn't have an icon that exists. I check the not file and found you are referring to clothing_clothing. There is no clothing_clothing icon that exists.
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline ORI

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Re: Question
« Reply #10 on: 2009-03-14, 16:29:31 »
Glad you like it, some minor adustment may be made by adding variants to the arms of abyss model pose(otherwise they all move the same at the same time which to me sometimes look disturbing) I never really got around to doing that as I dont play that character for the time being(Valen is  MIA/Dead now and I play NPCs in the chronicle when I can).

Anyway I didnt make any other Obteneberation related stuff in the pack that are not subjective.
The Creepy Shadowplay model is pretty much the Goth guy character skin with details all darkned up so it looks mysterious and shadowy so I dont think its worth for you to fix it.

taking each skeleton model and applying it a al dark texture or something like that may achive a similar effect there (without having to do a whole deal of skining) that could then be applied to any model in the game as a discipline?

What I should get around to doing is the Black Metamorphosis discipline model that everyone likes, I modeled it a while back but my modelling skills vastly improved since so I think of trying it again.

Offline Javokis

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Re: Question
« Reply #11 on: 2009-03-14, 20:04:21 »
For Shadow Play, I'll do what I did with Cloak of Shadows, which is pretty much the same thing you just stated - without all the model work. I can apply an all black shell around the caster as a temporary effect without changing the model. I'll just change the rules a bit by allowing you to move around, but trigger the effect to end when you transition levels.

I'll hold off on Black Metamorphosis till you make the model.

I've got Vicissitude ready to develop as well. I just need some Flesh and Bone craft variation models for each of the skeleton types. Oh yeah - and a horrid form for each of the skeletons too would be nice. I've added quite a bit on my plate. I've decided to take on the following disciplines:

Chimerstry
Dementation - I'll even add a section for easy construction of derangements, including a new derangement command.
Dominate
Necromancy - Only the Selpulchre Path and the Bone Path will be developed. Not messing with the Ash Path.
Obtenebration
Quietus
Serpentis
Vicissitude

I already wrote up all of psuedo for the above powers so it should be fairly simple to create the code. I know that Obtenebration and Vicissitude will be the two most difficult ones because they demand some new models and involve non-conventional shapeshifting. Without the proper models, there's no point in developing those two. All the other disciplines that need custom effects usually involve making new particles or basic templates - nothing fancy or hard.

"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline ORI

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Re: Question
« Reply #12 on: 2009-03-14, 21:03:08 »
I think BoneCraft/FleshCraft in the noneoffensive mode act like MaskOfaThousandFaces only without any resist roll or so because the effect is physical/anatomical and not an illusion. so dont really need model for that.
Application of BoneCraft without FleshCraft is potentially for growing Talons(like Feral Claws effect? or other types of spikes)
So I might make some model that you can put on the character like they put the claws?(only bind some of the models to different parts of the skeleton rather than hands)
 
For horrid form a new female horrid form model is needed yes, the exsisting male horrid form just need tweaking and need to fit it on the various male skeletons..

Offline Javokis

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Re: Question
« Reply #13 on: 2009-03-14, 22:35:50 »
Malleable Visage is what acts more like Mask of a Thousand Faces. I already considered letting players assume a target model form permanently assuming their skeletons are the same. I was thinking the same thing on Bonecraft. Overall, Bonecraft and Fleshcraft's more advance features require additional tag references to be applied to the character sheet. I'm planning two variants on both of these powers. Here's my psuedo idea:

Fleshcraft

Decreases the appearance stat of enemies per success.
Spend 1 willpower. Roll Dexterity + Body Crafts at difficulty 5.
Allies will receive a permanent soak modification at the cost of
their strength. +1/soak -1/strength per success of
Dexterity + Body Crafts (Difficulty 8)

Fleshcraft - Self Body Craft

Assume a model extension form indicated by the character sheet that is available to the player's model.
I'm thinking something a long the lines of : {fleshcraft: wilhem_fleshcraft.nod} as an example tag in the character sheet.

Bonecraft

Inflicts lethal damage on target enemy per success.
Strength + Body Crafts at difficulty 7

Bonecraft - Self Body Craft

Assume a model extension form indicated by the character sheet that is available to the player's model.
I'm thinking something a long the lines of : {bonecraft: wilhem_bonecraft.nod} as an example tag in the character sheet.

Full Body Craft

Assume a model extension form indicated by the character sheet that is available to the player's model.
I'm thinking something a long the lines of : {fullbodycraft: wilhem_fullbodycraft.nod} as an example tag in the character sheet.

Restore Craft

This could restore the player's model, but at high difficulty.
The player should be able to go back and forth and play with various options. This setup should allow a generic model, but should be setup to allow modelers to make different modifications to their characters in new and unique ways. They will just have include the new models at the ST's approval.
« Last Edit: 2009-03-14, 22:37:25 by Javokis »
"There's nothing wrong with horses dicks, there's nothing wrong with sucking horses dicks." -Signo

Offline ORI

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Re: Question
« Reply #14 on: 2009-03-15, 15:36:01 »

Fleshcraft

Decreases the appearance stat of enemies per success.
Spend 1 willpower. Roll Dexterity + Body Crafts at difficulty 5.
Allies will receive a permanent soak modification at the cost of
their strength. +1/soak -1/strength per success of
Dexterity + Body Crafts (Difficulty 8)

Are these the corebook rules? -1 str per success doesnt make much sense to me and these is already a cost to using it so it seems abit extreme given the high difficulty.