General note

This website contains a small collection of template components for modding Runic's Torchlight which have been uploaded here for ease of reference or simply because making some components can get sometimes complicated and the process escapes intuition.

Generally all of the templates are made by myself in the process of experimenting with TorchED and trying to find a solution to a stumbling block.

I assume you have at least a basic knowledge of how to use TorchED and have experimented with the program enough to know what most menus are used for.  These templates are therefore aimed for 'advanced newbies', hoping that they will be useful and help in making your learning curve for modding Torchlight a little less steep.

Please feel free to download and use the content in this website as you please.

Updates

Level 1A and waygates

Posted August 24, 2010

I have separated the place where the player starts the game and deals with the main NPCs to get quest updates from the main dungeon so that working with waygate portals would be easier.

However I noticed that waygates don't work well on the very first level of a dungeon apparently, so I have added a buffer level to the main dungeon, so that the waygate portals can start right away... that is, at level 2.

I had something simple in mind as just two parallel tower, but then the towers became more complex and now the two towers turned into four towers! ^_^ I think I should maybe post a preview.

Level 2 boss scene

Posted July 19, 2010

Alright! Yesterday I finished the scene for the final boss in level 2 - I'm quite pleased cos the cutscene came out just like I wanted it. This means that all that's left is modifying another two chunks with a few puzzles here and there and level 2 will be ready to go.

I had to give up two ideas for this level because they are probably not really supported in TorchED, and at my current skill level, trying to come up with a way of doing this would have been too time demanding. Basically the possibility of creating an NPC which would shift its alignment according to the storyline as set by the Logic group. The other idea was making the dog die, but there are currently no animations for this and making the dog disappear in a flash of particles looked kinda weird and often the dog and the particles just disappeared and that's it.

I have already invested a lot of time in trying to make these two scenarios work out but to no avail, so I had to come up with a workaround, decent nonetheless.

Level 3 was ready a while ago, what it needs is a bit of polishing but that can go too.

I'm very excited about level 4 because it will present a change of scene and a light twist in the storyline.

Alignment Switch

Posted July 4, 2010

I have found a very simple and somewhat efficient solution for changing a character's alignment or really for changing a character into any other character.

I used a timeline to switch between characters upon trigger. I think this is really good but for all i know it's just a one-way journey. To change the character back to the original state apparently is not possible.

The transition is still not smooth because the second version of the character still fades in when the timeline is triggered, so this has to be covered up by particle effects.

Also,you will not be really able to control the respective monsters through logic groups, simply because you will be dealing with a timeline asset.

View older posts »

Site Visits

433