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Author Topic: New mod under way  (Read 11011 times)

Offline Xaltar

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Re: New mod under way
« Reply #30 on: March 09, 2018, 09:53:23 AM »
One minor thing. Have you replaced the shared hands for the Ventrue with hands in the right color? Might look a bit funny if a black guy picks locks with white hands. (A bit like in the old Star Trek series when Lt. Kyle operates the transporter and in the closeup you can see sleeves with lt-commander stripes  :razz:)
Other than that I like what I can see in the pics. Sadly I can't get the videos playing.

Good call, I would have totally missed that......

The videos play for me, I wonder what that is about.....

https://www.youtube.com/watch?v=aQcHdCrS8Qw
https://www.youtube.com/watch?v=toNKEQizHK0

Do these work?

[edit] The vids seem to be getting blocked by a forum extension?

The direct links work tho  :rock:
« Last Edit: March 09, 2018, 06:10:36 PM by Xaltar »

Offline Mamita

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Re: New mod under way
« Reply #31 on: March 09, 2018, 08:50:06 PM »
Do you have any ideas for the Nosferatu?

I was thinking of a trenchcoat with an upturned collar and a hat. Maybe even bandages on the hands?

Or one could go for that Jason Voorhees look.

I wonder if it'd be possible to disable the masquerade violation if one wears a particular armor.

Offline Malkav

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Re: New mod under way
« Reply #32 on: March 09, 2018, 09:41:02 PM »
Yep, the direct links work.

@Mamita: The problem is that the nosferatu masquerade violation is hardcoded, just like the Ventrue bum-feeding issue and that only Ventrue can use dominate in dialog.
In theory it is possible to write a script that sets a map to "nosferatu_tolerant" under certain circumstances. But changing equipment doesn't trigger events in bloodlines, so there has to be a timer to check every few seconds if your character is Nosferatu and which clothes they wear, and then change the map properties accordingly.
It can be done, but only for a complete mod, not by a simple model replacer.
Co Author of Camarilla Edition Mod

Offline Xaltar

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Re: New mod under way
« Reply #33 on: March 09, 2018, 10:13:49 PM »
Thanks Malkav

Yeah, this will be a simple model/texture update/replacer mod. I have no intention of getting any deeper into the inner workings of the game. My goal is simply to make the game characters look a little nicer to make my next play through more enjoyable  :vampwink:

I am working with Burgermeister at the moment on getting some characters made for his Clan Quest mod so I have slowed down a bit on my own mod. I can't wait to see what he has done so I have some incentive to get the models he needs done as quickly as possible  :cometome: I am still working on my own mod too but at a slower pace. I should have the ventrue replacer done sometime next week and ready for you all to play with  :smile:

Offline Mamita

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Re: New mod under way
« Reply #34 on: March 09, 2018, 10:29:44 PM »
Yes.
Xalter and Dahlia, you have my eternal gratitude.

Offline Xaltar

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Re: New mod under way
« Reply #35 on: March 09, 2018, 10:45:25 PM »
Having an issue, I can't get bump mapping to work in the game at all.....

I have enabled bump mapping (was disabled by unofficial patch) and followed the tutorials I found on making the VMT file (I know how to make normal maps).

This is my file:

VertexLitGeneric
{
   "$basetexture"   "path/diffusetexture"
   "$bumpmap"   "path/normalmap"
   "$envmap"   "env_cubemap"
   "$normalmapalphaenvmapmask" "1"
}

Nothing happens in the game. The above is an example, replace path with the correct path and diffusetexture with the color texture etc.

Bump mapping is set to on (checked with Mat_bumpmap 1) but no bump maps are showing, are there even any used in the area outside the theater where Jack prompts you to feed?

Could it be Nvidia control panel overriding something?

Offline Mamita

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Re: New mod under way
« Reply #36 on: March 09, 2018, 11:46:16 PM »
https://gamefaqs.gamespot.com/boards/914819-vampire-the-masquerade-bloodlines/45471802

Since you probably don't want to sort through another forum's worth if messages:
Quote
Its a known bug with the Nvidia drivers and this game on systems with 4GB or more of RAM. For some reason, it causes the drivers to automatically reduce the game's texture quality by a ridiculous amount. You can get around the problem by temporarily reducing the amount of RAM in msconfig:

Start > Run > type "msconfig" in the run dialog > click OKGo to the BOOT.INI tab and click on the "Advanced Options..." buttonCheck the "/MAXMEM=" box and set an amount less than 4GB. 3.5GB (3584) should be good.Click OK until you exit out of msconfig and then reboot the PC
When you are prompted at reboot to run msconfig again, don't do it. Try running the game with the new memory setting, the textures should be better. Make sure you un-do the memory changes you made when you are done playing.

As a permanent solution, you might want to check the Nvidia website for updated drivers. I'm not sure if the latest driver version actually fixed this bug, but they will eventually release one that does.

Hope I helped.
« Last Edit: March 10, 2018, 08:05:48 AM by Mamita »

Offline Wesp5

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Re: New mod under way
« Reply #37 on: March 10, 2018, 08:16:02 AM »
I have enabled bump mapping (was disabled by unofficial patch)...

No, bump mapping is enabled by the Unofficial Patch and we removed the button so you can't turn it off as we figured any system today should be able to handle it.

Also Mamitas issue with the RAM has been fixed in the Unofficial Patch a long time ago.

Offline Xaltar

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Re: New mod under way
« Reply #38 on: March 10, 2018, 08:33:32 AM »
Thanks Wesp and Mamita

I tried the RAM limit anyway to no avail. I didn't figure that could be the issue, my high rest texture test worked fine in game.

For some reason bump maps (normal maps) won't display in game for me still. I have tried everything I can think of. I was hoping I was making some silly mistake with my VMTs or something and you guys would have a fix for me :P

It would be most helpful if I could get normal maps to work, when your only recourse is to push vertices around to make "new" models, being able to change the normals to get rid of ugly seams and shading in game would be invaluable. The only thing my exporter actually exports is vertex positions, no normals so if a vertex I have moved has normal information pointing to X: 095 Y:023 Z:000 for example it will keep this normal information even though it should now read X:073 Y:045 Z:012 to look good in game. Enter the normal map, it tells the engine to use normal (lighting ques) information from the normal map texture instead of the model's normals. Basically allowing me to make something look smooth in game where it wouldn't previously because of seams and incorrect lighting information.

Offline Entenschreck

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Re: New mod under way
« Reply #39 on: March 10, 2018, 09:45:06 AM »
Amazing work!
Have you considered revamping the tzimisce creations, too? I'm sure you could make them look really terrfying.

Offline Malkav

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Re: New mod under way
« Reply #40 on: March 10, 2018, 09:58:41 AM »
Xaltar, just a thought. Maybe you could use different texture paths for your models. That way players can e.g. use your Ventrue model for their Toreador and still keep the original ventrue model for that clan without having to use vpk tools or something.
Co Author of Camarilla Edition Mod

Offline Xaltar

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Re: New mod under way
« Reply #41 on: March 10, 2018, 10:01:44 AM »
Xaltar, just a thought. Maybe you could use different texture paths for your models. That way players can e.g. use your Ventrue model for their Toreador and still keep the original ventrue model for that clan without having to use vpk tools or something.

I like that. Something like:

characters/PC/xaltar/(Fe)male/Mod_one/armorX
characters/PC/xaltar/(Fe)male/Mod_two/armorX

Would also make my life easier packaging everything as well as make it easy for other modders to use my models for other purposes.
« Last Edit: March 10, 2018, 10:04:10 AM by Xaltar »

Offline Xaltar

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Re: New mod under way
« Reply #42 on: March 10, 2018, 04:05:57 PM »
For anyone interested in the model level tweaks, here is the Ventrue male new vs old:



As you can see, the differences are subtle but numerous. The original model is actually pretty well detailed. The problem is that the artist responsible for most of the male models in the game seemed to think that males should have a pinched, oddly shaped forehead  :rofl:

For those of you not interested in playing an African American Ventrue, as you can see, it would work just as well with a Caucasian texture should someone wish to make one. I will be replacing the Brujah male and did not want to remove the ethnic diversity from character creation. I always thought it was a little tacky that the only African American player model was the thug Brujah..... Still, it is pretty cool that Troika gave the option at all considering when the game was made.

Part of the goal of this mod, much like it was with my Neverwinter Nights 2 Facelift Pack mod, is to provide the modding community with a better model base to play with in creating skins, armors and new NPCs etc.  I realized that not many people have 3d skills and skins are far easier to create so that is where the idea for a lot of my mods comes from. Nothing makes me happier than to see a number of new skins that use one of my mods as a base  :vampwink:

Offline Xaltar

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Re: New mod under way
« Reply #43 on: March 12, 2018, 12:35:02 PM »
Hey guys, is there any way to disable LOD models in the character sheet screen?

Some of the models I have wanted to use for some reason display LOD 1 and 2 models in the character screen rather than the proper model. It's quite frustrating because it looks really ugly from that close up......

Offline The Shadow Man

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Re: New mod under way
« Reply #44 on: March 12, 2018, 03:24:23 PM »
Amazing work!
Have you considered revamping the tzimisce creations, too? I'm sure you could make them look really terrfying.

This would be awesome