The great match making game with Meshes and Textures

Trying to make custom made guards and finding it to be a real chore to match the meshes with the textures of the items that I’m hoping to use.

Is there any easier way to do this? Because it seems like there isn’t much of a link between the two.

Mesh might say one number and the Tex file would say another.

If I have to continually switch between the asset manager and editor this may prove to be a hassle.

edit: Eh thought might have just come to me.

Attachment: R_Guard_Act1.jpg
Attachment: T_Place_Act1.jpg

Ah k nvm, been going around this the wrong way lol.

Maybe enlighten us? Sounds like a common issue with dbrs and fields.

Well what I’m close to finishing up is making a new type of NPC guard for my mod.

My mistake was trying to create or edit too many dbrs rather then just sticking with the dbr for the guard (copied version of female death guard ranged) and then using the editor to browse through the different items that I want to use while matching the chosen item back in the asset manager.

I was basically making it more complicated then it had to be.

Right now I just need to figure out why my guard isn’t wielding the type of crossbow I equipped her with. Probably something to do with the controller or perhaps the animation since I changed it as I don’t like the constant kneeling position.

Yay finally finished with my guard. Might have to check up the animation or controller dbr file as the attacks seem to be rather clunky or unresponsive.

I’m just happy with the look so far. I may touch on skills as well later.

Really awesome looking, just needs some swag :p;)

Seriously that’s great looking. :slight_smile:

Dude that guard is sick!

Every time I hear or see what you’re working on I really can’t wait to play it. :smiley: This is no different.

Yes well, that will be awhile depending on how detailed/accurate I get. So far only partly satisfied with the initial spawn area.

Decided to make the guard to populate the area and I’ve been testing how functional the AI is against some previous enemies I’ve made. Level design is also going to somewhat follow the actual world map that I’m using for the mod which is neat (compared to randomized level design).

Here is what I’ve got so far what with level design. Includes some familiar music and a few weather effects I might change later on. I’ll probably touch on the level design for the area just outside tomorrow as I have a bunch of interesting references to work off of.

My plan for now is to pretty much get to the first minor boss you fight which means making 7 levels (4 above ground, 3 underground), modify a bunch of enemies, and perhaps figure out how to make a quest system as I haven’t touched on that (probably 2 initial quests I suppose). Then I’ll need to change up sound files a bunch for music/effects/quest dialogue and such. Won’t be touching mastery’s any time soon though it’s a possibility - just a lot of work what with balancing/itemization and so on.

But yea… lot’s of work though I’ve learned quite a bit so far.

Nice.

Seriously looks a bit like d2 starting camp though, intended?

True.

At this point I’m mostly experimenting/having fun. But hey, if you have the sound assets for Diablo 2, the game to compare, and Grim Dawn (eventually TQ) assets that can be used to emulate a Diablo 2-like experience… why not?

Level design for the camp is generally the same - the marsh/dock area I added to make to extend the area out a bit and give an idea in how heroes arrive to the camp.

My guard I’m hoping to be kinda like the Rogue’s but since we don’t have bows I have to use crossbows. Already have Fallen in the game what with Death Clan Grobles (with changed audio from D2).

So far it’s been quite enjoyable.