Descendants of Númenor (MOD)

Okay, it’s worth a try ^^

I think the ghost plushies from Candledark and the Lights from Frostfeast have a glowy / emmisive material.

@Aviex the shiny material is mapped in a material_map, which is referenced in a color_map, so your entities would need to have that same hex color in order to shine by default (or just do a mixinto of your colors, or your own maps).

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Thanks @Relyss! (=

-Glowing voxels was one of my first question way back when I joined.
With this sword in mind (But I was so new back then, that I put that on the ‘shelf’)

I’ll have a look at Frostfeast and Candledark!
:relaxed:

Wait! Probably it’s the same material used for the eyes of the undead :neutral_face:

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Ah!

-I have been looking at them and the wolves, and couldn’t figure out if it was an effect or the color? :confused:

It’s not an effect.

In data/materials/color_maps there’s mob_color_map, which assigns the color of the eyes (the color of the voxels) to an alias. This alias is used in data/materials/material_maps/mob_material_map.json, which assigns it to the glowy material (or viceversa, I’m not good at explaining this :sweat:).

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I think I understand…
Have Frostfeast now, and Candledark, and I had a look at the skeleton head, and it was as I remembered.
No effect in the .json, -so an assigned color explains much (=
I don’t really know how it works, but then again I’ve never tried either :smile:

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It can be confusing at first, but I’m sure you’ll get it once you’ve done it a couple times :slight_smile:
Here’s a small explanation I did for transparent materials:
http://discourse.stonehearth.net/t/more-lights-from-mel-and-other-modelling-stuff/21288/68?u=relyss

The existing materials are inside data/horde/materials, and they reference shaders on the data/horde/shaders folder.

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Thanks, -great!! I’ll have a look at it ^^

Found these so far;

mob_material_map.json
glowy_voxel.material.json
replace.state
color_only.shader
vertCommon.glsl

Thought of something though…
If it’s assigned to a color, it will be the ‘texture’ of the blade or the assigned color :confounded: doh!

It’s not a pressing matter, at least I have something to go at :smile:

It might be doable with sensors. Some time ago I made lamps that were lit only when there was a hearthling near + it was night. Maybe having two model variants for the sword, with slightly different colors, and one of the variants has the colors from the color map with the glowy material. Not sure if it would work, but it’s worth a try =/

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@Relyss @Aviex

That would be a cool feature! :sunglasses:
If it’s possible to sense when certain entities are near, you could i.e. make a weapon stronger against certain enemies.

Having it so it had the properties of Sting would be so COOL.

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I have started to work on the A18 version of this MOD :smiley:
I can’t give you any time-frame on the work-process though.


Practicing my newly aquired Blender skills to make a new presentation ^^

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That’s really cool looking :grin:

Btw. I’m glad you’re working on it because I love your mod but I’m A18 so I haven’t used it in a bit :pensive:

I love have more armor and weapons especially when they aren’t OP

Great Job keep up the awesome work

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Thank you! -Happy to hear it ^^

It’s a slow process, but the Alpha 18 version will come :relaxed:

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I’m an impatient person but great things come to those who wait so I can manage

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Gods, just found this, i never get it to work on my old alpha (i was new) so i was like ‘‘pff, shit mod won’t even work’’

but now i learnt that one need the correct alphas to get the stuff to work, now im eager to try it out x)

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Ahhh i cant wait anymore. I want this moddd ;___;

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longer neck, smaller head maybe? or nah xD

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when they open Updates

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