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What about the piece of webbing beneath the second head part on the right? And the one on the big torso part on the left.

OH! Well spotted! They looked too weird to be placed horizontally beneath the body, but they might be rotated... The top one is almost certainly from a spider nest's.

I think it depends on how big it would be in the end. At least the shrinking of the bear Mod to get the baby bear had no effect on the art. Because the art is the same independent of the size. How big have you in mind? Deerclops or even bigger?

I think it depends on how big it would be in the end. At least the shrinking of the bear Mod to get the baby bear had no effect on the art. How big have you in mind? Because the art is the same independent of the size. Deerclops or even bigger?

If I could have an opinion in this I would suggest bigger than the spider queen but no bigger than the deerclops, just in the middle.

I think it depends on how big it would be in the end. At least the shrinking of the bear Mod to get the baby bear had no effect on the art. Because the art is the same independent of the size. How big have you in mind? Deerclops or even bigger?

That thing is big, but not that bigI agree with [MENTION=17183]Xjurwi[/MENTION]

Looked on the wiki page for stuff, didn't get very much...

Its gaping mouth was surrounded by several long, hairy, and slime covered tentacles that could extend for miles. These appendages stretched out from the cave it inhabited for a long distance and laid upon the ground among its own viscous slime. They would ensnare and drag back to its abode anything within reach. It would then swallow the victim whole with its gigantic mouth.

All that stuff is basically impossible to accomplish with what we currently have to work with.

Is there any way to expand the model to a larger size? Because IMO if this is going to be an epic cave boss, it'll have to be really big. We can probably tinker around with that after the texturing is done, though.

It can be rescaled.
inst.AnimState:SetScale( alpha, beta, gamma )
but if upscaling too much it'll look pixelated. One thing that might work (but needs some testing) is making the texture itself bigger. If the way the texture files are read by the animations is anything like what's done with inventory images, each part's position is relative to the image size (e.g., 30%-36% horizontal, 20%-24% vertical), so that using a higher resolution texture will just work.

All that stuff is basically impossible to accomplish with what we currently have to work with.

Some things could be done in "post-processing", for example having the spider-spawn animation play, making tentacles spawn beneath the player (provided the head actually touches the ground). It might be challenging to get the sprites compatible enough with this kind of animation, though. [MENTION=80560]lifemare[/MENTION]How did you package the new textures? Did you just replace the standard Spider Queen ones, or did you package it into a sample mod? Edited by simplex

Some things could be done in "post-processing", for example having the spider-spawn animation play, making tentacles spawn beneath the player (provided the head actually touches the ground). It might be challenging to get the sprites compatible enough with this kind of animation, though.

This sounds really interesting. If this is possible it would be amazing and unique!Ok I have to go now. I will work on some art this evening I think. We will see.

*sigh* If only Klei would let us make our own animations...

This is the official statement about it (the full text can be read [thread=24358]here[/thread]):

Pipeline Improvements - Estimated September 3rd and September 24th releases

This mostly involves the development of new tools which allow modders to easily create game assets which are correct and complete. All of these tasks will involve some Research and Development, so I can't say at this point what form they each will take.

[*]Tool for png->tex/atlas and folder->tex/atlas generation.

[*]Tool for creating new builds more effectively and with less confusion.

[*]More complicated, and may not happen: tool for creating new animations.

[*]If this happens, it would likely be in the form of handling output from Spriter or Spine in a small converter tool. This would implicitly handle making builds as well. In the end, we may not have the time to build this. At a minimum we’d provide documentation for our animation system so others can create the pipeline.

That would be amazing. Maybe "more moddable" in this next update means exactly that?!?!! : praying :

Nope. An overview of the modding additions for the next update was given here:

Crock pots will be partially added (Custom recipes and ingredients! They won't show up in the pot yet but that's on my to-do). Custom minimap icons will probably not make this update but I'm gonna try.Most of the updates to the API have been around creating "AddPostInit" style functions for a wider range of features so that it's more straightforward and standard to do common things, along the lines of the world gen functions from last update. I'll post a full list on Preview day once I've finalized what that list is. :)

Yes, I meant the one on the not converted body left of the shell one.

Oh! Yes, that occurred to me too, that both sprites might be loaded at the same time... If that's the case, this could make things a little more difficult... We'll have to test

If we can, then it might actually be smarter to do that before texturing, otherwise the textures might get blurry or otherwise messed up when we make it bigger...you'll probably have to do some tests or something.

No worries there, i'm actually resizing the extracted PNGs to 300dpis to have better control over the lines, so it would be just a matter of not resizing back to the original dimensions. I'm just not sure if that could conflict with the mapping of sprite locations... feeding a double sized 800x800 image to the game might make it just read the top left 400x400 square and ignore the rest.

How did you package the new textures? Did you just replace the standard Spider Queen ones, or did you package it into a sample mod?

Yeah, just replaced the zip in the game file and loaded up the game. Besides, no modding know-how here, remember? :PEDIT-----

Nope. An overview of the modding additions for the next update was given here:

I've been looking all over for upcoming features info and couldn't find it anywhere! Thank you for that!

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