May 8th, 2008
I just finished the second of a pair of tutorials on armor for Broken World, the first is the basic one on re-skinning an existing armor, and the second goes the next step and adds a new armor to the game. Much of the technique is general, and would apply to the earlier versions of the game, but the examples are specific to Broken World.
March 17th, 2008
I celebrated Paddy Day by giving the Succubus Queen (and her minions) a special page of their own. The excuse is that one of the Succubus variants is a rehead dressed in green. That's good enough for me!
March 9th, 2008
Now the Halloween Special is out there (although probably not complete) I've added a page of images of some of the material I built for it. Some of it will also appear as downloads once I find time to separate it back out from the consolidated files for the map. There is some slow progress on Lara's map, and I'm working on a few other things that may surface soon.
October 12st, 2007
Some more underwater updates to the swimming page, plus a few additions
to the Siege FX knowledge base. Getting Lara to
breath underwater was
quite an exercise in confusion, and I also discovered that if a creature
terrain_permission = lf_hover then it can't patrol,
which drove me crazy trying to find out where the problem was with the
triggers and flick. Of course there was none, it was just the actor being
October 16th, 2007
I just added a couple of items to the "notes" section describing the things I've been up to underwater. There's a piece on making Lara swim by adding code to the selection skrits for the animations, and another on Siege FX, where I describe some of what I found out while creating bubbles.
September 9th, 2007
Since the last entry there was a major breakthrough in the problem of the twisted bones with the ASP importer. The realisation that three further repeats of the twist - whatever it was - would return each bone back to its correct orientation, means that there is now a method to import a good skeleton for any DS2 or BW content.
And that means a whole lot of previously impossible tasks can be done.
- New clothes and animations for Cat Mansion models
- New armor and heads for Dwarves
- New animations for any DS2/BW NPCs or mobs that need them
Some of those things will appear in Lara's mod, but a few may see the light of day before that.
May 5th, 2007
What do you do when you have a long list of unfinished projects that you really should get down to work and finish? Start a new one, of course!
I have some missing animations in the SQ single-player mod. There's a jerky sword-only animation that needs fixing in that and the MP version. The frog needs its run animation. The gladiator girls need to learn to run away. And I want to fix the ASP importer so I can do some work on the Cat Mansion models.
So I start work on a different approach, using the Lara Croft skeleton with a reproportioned CM girl model, and it turns into a whole new project! More on that one later, if it works out.
February 23rd, 2007
I small flurry of activity recently. The subject of matching pubic hair came up on the Herena Forge forums, so of course I had to start investigating what it would take. I've started a note, that I'll add to as I make progress.
The other was some interest in the playable version of the Succubus Queen in Abstraction. I had almost got her working earlier, so I did a little more work and released an initial beta version which you can now download and try. She does require that you have installed the 0.996 beta version of Abstraction, and she'll only work in that siegelet.
February 3rd, 2007
I've made a bit of progress with the map for the Lara project, so I decided to start a screenshots section and show some of the new parts of the map. I began the project by using the first part of Act 3 of DS2_world (the bit from Kalrathia to Darthrul) with changed monsters etc., connected it to part of the jungle from Act 1, but eventually I needed to create some original regions in order to keep the story line going.
January 4th, 2007
Started a note on Banter flicks, having just created one for the project. There are a few non-obvious quirks that are worth pointing out to anyone else who is thinking of using one.
December 6th, 2006
Finally fixed the problems with the site using IE6. I'd applied the Holly hack to the wrong div, and now it's moved to the right one, things are working as designed. If you are an IE7, Opera, or Firefox user, you wouldn't have seen anything amiss, but IE6 users had the links in the header disappear, or the left margin leap around. Tweaked a couple of other items in the CSS at the same time, mainly explicit values instead of defaults.
November 24, 2006
After a lot of frustrating wasted effort trying to get Grendeline to join the player party in the regular way, I gave up and added a flick function to do it. The result is provided here in case anyone else runs into the same problem.
Using the "choice=potential_member" sequence in the conversation had lead to a loop I could not break, probably because she is a pet, rather than a full party member. I did that to avoid making equipped meshes for her, as that would be a rather large amount of modelling work. You can read all about it at SiegeTheDay
November 19, 2006
Ok, so it's not a proper blog, because I'm not allowing feedback. I just can't be bothered with the setup to prevent spambots from trashing the place as soon as my back is turned.
But I do intend to add commentary here on an occasional basis to let the world know what I'm up to with DS modding. Mostly I'm working on a private map for Lara Mk III, which won't get released to the public because it's got sex to match the violence, (with a body like hers, not including the sex would be wasteful,) and people in the US don't like that.
In my spare time, I have managed to update the format of the site to use a bit more CSS, and to replace some of the large imageswith thumbnails that link to the originals. The tutorials need big images, so I intend to try and have those print with the large, but display on-screen with the thumbnail images.