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Resets the player's stats, skills, and level Identifies all items in the player's inventoryĬreates an a an item the given number of times Reduces the player's and the player's pet HP by the given percent Shows the frame rate and other information Once you are in game, press the Insert key (INS) to open up the console. Open that folder, then open up settings.txt (back up recommended, like always). The number will be different from person to person, the point is that it is a string of numbers. To enable the console, go to C:UsersYOURUSERNAMEDocumentsmy gamesRunic GamesTorchlight 2save(number). "Look at me! I'm an easter egg! An easter egg!" you're either going to a costume party, or I'm a long way from home!"
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"Thank you stranger! Speaking of strange. He has a number of lines of dialogue that are all parodies of his lines in Borderlands: are seizing.")Īlthough you cannot interact with Claptrap, the interplanetary ninja assassin will continue to stand around and shout, as he is one to do. (Claptrap's Bolt, rare socketable Armor/Trinkets: Increase charge rate by 10%, Weapon: Conveys 5% chance to Shock for 5 seconds, Requires item level 32, "My servos. He congratulates you for defeating Bloatfang, and then gives you a unique socketable to mark the occasion. When you reach the southern point of the level you should see Clap Trap standing between a couple of rocks. There is a path you can follow that goes south and west around the boss arena. After defeating the boss, step up onto the ledge where the Automaton Power Source and chest are waiting for you. If you have any questions - please ask away in their forums and Runic Games will do their best to give you a leg up.A CL4P-TP (You may call him by his locally designated name, Clap Trap!) is secreted away in Bloatfang's boss room (Act 3 - Some Assembly Required). When you are using the GUTS Texture Sheet generator, you'll need to change the configuration for each bundle of textures to point to the matching folder (and the output folder to point to your mod's texture sheet folder ) so that they can be properly generated.
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The included textures will also make it possible for you to prevent naming conflicts. If you want to just replace a texture that currently is being used then you will want to regenerate the texture sheets containing that image. When generating texture sheets, unique names are required to prevent collisions.
#TORCHLIGHT II EDITOR MOD#
NOTE - IF YOU WANT TO ADD NEW TEXTURES TO THE UI, CREATING UNIQUE TEXTURE SHEETS IS RECOMMENDED! Creating unique texture sheets will help prevent mod conflicts. Including all of the raw UI assets we use to generate UI texture sheets.Runic Games should stress that using the existing tilesets, you can make entirely new levels by mix and matching without ever having to open 3DSMax, if you desire.
#TORCHLIGHT II EDITOR FULL#
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MeshViewerĪ mesh viewer which can view and preview animations and models in Ogre format is also included.
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These tools are included in the package, you will simply need to place the OgreCommandLineTools folder in the root of your C: drive. To use these plugins, you will also need the Ogre Command Line Tools, which these exporters will attempt to run at export time. It adds a new rollout which allows you to set various material properties, or even to override the entire material script.Īdd these to your 3DSMax plugins folder to enable them. OMTools - this is a tool plugin, which you can add to your tools list in 3DSMax and apply to individual material files.ExportOSA - this is the skinned ANIMATION exporter, which exports individual animation files.ExportOSM - this is the skinned mesh exporter, for characters and animated props and weapons.ExportOMD - this is the static model exporter - used for tileset pieces, and other non-animated objects, like most weapons.The plugins included are for 3DSMax 2009, which is the version used for development. Runic Games also have some helpful additional tools that make it easier to do more interesting material settings directly in 3DSMax. However, if you do not, you'll need Runic Games' formats. It should be noted that if you already have a means of generating Ogre mesh and animation files, you can continue to do so - that format is supported. For those of you looking to replace models and characters, you'll need Runic Games' 3DSMax plugins.
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