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dfacto

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Everything posted by dfacto

  1. I can model and texture a spyglass if someone else does the code for putting it in game and zooming.
  2. Why use DX3 when there aren't any alphas? What's the problem with DX1? Still doesn't work. I'm starting to think it's an issue outside of the texture maps.
  3. Erolund Gray-Mane only has 20 points in smithing.
  4. I'm doing a texture edit on the ebony armor to make it white, but the female gloves are screwing with me. The texture is cream colored, but in game they render as dark brown, and I can't figure out why. I've only edited the texture map, the _m and _n maps are the default ones. Anyone know what could be causing this? I had zero problems with the male armor. A zip of the map is attached. It should go into data/textures/armor/ebonyarmor/f http://img140.imageshack.us/img140/506/darkglove.jpg Also anyone know why when I save out of photoshop as DX1 with no alpha it still generates an alpha map? Doesn't seem to interfere with any of my textures, but it's annoying me.
  5. So what we actually need is a dragon shout that gives you eagle eye. Every class gets it, it works, and you won't need to model or import any spyglass model and figure out animations for it. The word can be Zu'um. :P
  6. I uploaded a file today but the comments are disabled, allowing you to type but then saying that it's locked. Would appreciate a fix so I can see what people think. :) File: Ivory Armor Retexture
  7. There needs to be an uppercut animation for unarmed heavy attacks that launch the enemy into the sky if it's a kill. And their shoes need to stay on the ground! http://www.hardcoregaming101.net/asterix/asterix_files/asterix_potion_pc_box.jpg
  8. I'm just guessing here, but it should be possible to tweak the level of ragdoll physics once the CK comes out.
  9. I'm planning to model and import a sword/dagger set in the near future, but I would like the dagger to act as a weapon and a shield. Here's my idea: Duelist's Set: 1h sword - normal dagger - normal attack properties uses shield block animation uses block tree, with bash attacks turned into a stab instead (no stagger) block is at 1/3 effectiveness of an actual shield chance to counter. Bashing an opponent during an attack at the exact time = take no damage and gives you automatic critical strike with your next attack The idea is to create a new playstyle, where blocking isn't simply a matter of reducing damage and staggering opponents in preparation for counter attacks, but where correctly timing your blocks is a vital defensive and offensive maneuver that can be the difference between taking massive damage, or returning massive damage. Also I think sword and dagger looks cool. Anyone want to team up on this? I can model and texture, but can't code anything past simple html. :P
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