Category: torchlight

  • Line them up and knock them down

    Start strong

    As I have stated in the past, one of the most taxing aspects of editing the TES:Arena textures is coming up with a unique take on the image within the constraints of the limited pixel and color count. While I was thinking about my methods and ways to be more efficient, it occurred to me that I don’t appropriately leverage my motivation. For the last 1 1/2 I have been working one texture at a time. This would exhaust my creativity for the day too quickly. I would waste a bulk of my time “finishing” said texture after I decided how I wanted it to look. All of the “fresh mojo” that I had when I started for the day was worn away by the time I got through a few (sometimes one) SET files. This is especially true with the most of the remaining SET files that have no defined look or image (i.e. barely recognizable as any thing but random colored pixels).  Not only was that detrimental to the quantity of work completed in any one sitting, but it also deterred me altogether. There were days that I just didn’t have the energy or initiative to try and figure out a new take on what looked like white noise so I just wouldn’t decide to spend my efforts elsewhere.

    Shotgun effect

    To better capitalize on that “creative fronted”, I tried an experiment. I loaded up 18 SET files in GIMP. Then one by one, I worked on just getting the look I wanted for a small portion, enough to establish the look. I didn’t waste time completing the whole texture as that is really the easy and mostly mundane part. It worked quite well. Using this method, I was able to solidify my design for 16 SET files in just one day (really just a couple of hours). As I said the design is the hardest part with this project, and I wiped out almost half of the remaining SET textures left. Now, if I don’t feel particularly creative but still want to make progress, I can just finish up some of the ones I have already started (template on itself) and if I do…I may just be able to finish the other 16 or so.

    – Martin

  • 1 step forward 2 steps back…

    Several years ago when I first started messing around with computer graphic art, I tested out visual concepts on a PC game called Morrowind (the third in the Elder Scrolls series that Arena started) . Although Morrowind was where I tested the waters, it was another game called Torchlight that became the focus of my first big project I “cleverly” decided to call Toonlight. Initially, I tried to change the art assets in bulk by using the various filters built into the GIMP software. However, while the end results were interesting, I didn’t find them very pleasing aesthetically.

    So I took those results and experimented a little more by testing different tweaks and changes. Eventually, I narrowed down the look I wanted to pursue. Since I found the game art interesting but bland, I decided my goal would be to make it more vibrant and add cell-shading style lines. Surprise, Surprise 😉 I just felt that the WOW-esque muted coloring made the environment less interesting, washed out and a lot of detail.  So I started adding “black outlines” and redoing each texture by hand. Then I would test them in-game. Each art set for the various types of levels were already separated into individual folders labeled “levelsets”, so I worked my way from one levelset to another. I was even close enough to completion that I thought I could beat Torchlight 2 being released. I had reworked almost all the level artwork and many of the monsters and props. However, I was in the midst of moving and my motivation waivered and the mod drifted down the priority list.

    Recently, when I started recollecting all my data from various hard drives (including 2 that were on their deathbed, CDRs and memory sticks, I discovered my art files for Toonlight and my other “on hold” mod, Darktone, were missing and the only thing left was a very early version of my Toonlight mod. Although this is a tragedy for most, I had learned so much from working on that project (and had so much fun) that I don’t consider the time wasted. On top of that, upon further review, I found myself not overly satisfied with the few levels I did recover. The initial mine levelset now seems too sloppy for my tastes, the crypts are a little too green and non-descript in a few areas, and the sunken temples levels are a TOO busy. Only the lava level still pleases me but some of it didn’t get recovered. I’m still searching for them but worse case scenario, I have enough recovered to springboard myself back into the project. With that said, I’m focused on my Arena mod. Once I have gotten as far as possible, I will resume my other projects.

    So where does that leave me…same as before. I still plan on completing it. One aspect all my art mods have  in common (except Minecraft) is that they are older games that I’m doing for my personal enjoyment. I don’t feel the need to adhere to a timetable before the games become “irrevelant”. Arena was released over 20 years ago!

  • Where have I been?

    Over a year without a post. Whoops. I have a plan to redesign my site slightly to more suit what I want to do with it. Right now the information I want to convey doesnt’ flow naturally or intuitively. I’ll fix it.

    Till then, let me layout what projects I have in the works on the mod scene. These are only listed in chronological order from when the game was released.  Each will have corresponding links to the right for their particular projects in the short future.

    1. Arena

    That’s Elders Scrolls 1 for those of you in the know.  1994 game that hasn’t really been modded since it wasn’t a common activity back then. I have a texture pack in works with the aim of making it easier on the eyes.  I don’t have a catchy title yet so it’s just “Arena Depixelization Project“. I have all the processes down and have completed several textures (SET files) and tested them in-game.

    2. Darkstone

    This is another game that I have a soft spot for. And this is another texture overhaul project. This one will be titled “Darktone”. It’s kind of Tron/neon inspired…sort of.  All the file structure sleuthing stuff is (long done) and I have already had a proof of concept test run and It turned out better than I hoped.

    3. Morrowind

    Unlike the others, my Morrowind projects are not texture (art) based. They are more of design projects. I’m basically taking old mods and renovating them with a complete overhaul: new terrain, added clutter, dialogue, expanded quests etc. I’ve gotten quite good at the Morrowind file structure and using the editor. PMR stands for Pinkerton’s Mods Renovated…to kind of brand name it.

    • PMR-Sea of Destiny: Phase one is released. It’s basically how it all started. I was “cleaning”, merging, and moving one mod but realized how much work it needed. Now I have plans to terraform the entire mod and add a sense of history and purpose.
    • PMR -Dragon Perch: This one is almost completely redesigned but still needs dialogue and more/better quests.
    • PMR-Tusar: The very first mod I tried to monkey with was “Island of Tusar”. I actually ended up doing alot to it but haphazardly because I was learning/experimenting. So I plan to start over and now it’ll come after PMR-Dragon Perch.

    4. Torchlight

    This project is also a complete texture overhaul that I’m calling “Toonlight“. I had already completed every level set in the game but this was the one I learned how to use GIMP (can’t afford Photoshop yet) and its many options. So by the time I finished the last set, I was unhappy with all the others. Now I have a good idea of what I want and one levelset completed. Since Torchlight 2 came out, it gives me breathing room to get it exactly how I want it (i.e. who knows when I’ll finish it).

    5. Misc

    There are some miscellaneous projects I am working on (or did work on) that aren’t major. I’ll have a category for those too.

    I’m going to try to have one update a week probably on Sunday.

    -Martin