Ars magica 2

Share your unfinished mod patches and get feedback on your progress. Don't be shy!

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Post 04 Sep 2014, 01:38

All I know about this patch is that Sillyman started and you've continued it ;)
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Post 04 Sep 2014, 02:51

I'll add credit when people offer up their names for it then :D
Latest patch, now with Keystone Door and Trapdoor is up, still, does anyone else think the Witchwood Planks need a recolour? :P
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Post 04 Sep 2014, 06:15

Fix for Crafting Altar(Block) pattern not aligned right.
RuneStone.png from
arsmagica2\textures\blocks
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Post 05 Sep 2014, 21:04

Hi, I really appreciate you guys doing this. Will there be an x64 patch for the added textures? Or can I use the x128 version in an x64 pack for now?
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Post 05 Sep 2014, 22:59

alexjuuhh wrote:
Hi, I really appreciate you guys doing this. Will there be an x64 patch for the added textures? Or can I use the x128 version in an x64 pack for now?
Yes, you can mix and match textures. Be aware though that there might be a performance hit when using 128x textures.
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Post 06 Sep 2014, 18:02

It's just going to be a x128 patch, because making it a 512 patch would mean redoing a lot of work that's already been done, and it'd be a lot easier to get the 128 patch out first, then upgrade to the 512. Just open the textures and scale them down yourself for now, or ask nhawks nicely, he likes resizing :P
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Post 12 Sep 2014, 23:16

So a new update is on it's way soon, I've redone the Witchwood tree and everything to do with it, it's now more akin to the default texture, pale purple coloured wood with a dark brown bark. Still unsure whether to go with the white leaves or keep them as is for now.

Also, I'm going to be revisiting the Magitech Goggles, they definitely need some work, and I have an idea :D

Feedback on the tree is helpful if you don't mind!

-- 12 Sep 2014, 23:16 --

So the next update is out! To celebrate almost 750 downloads I've remade the Witchwood tree, and started work on the magitech goggles. The magitech goggles look great right now, they're just lacking a polish that I'm far too tired to give them right now!

Good night everyone :D
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Post 20 Sep 2014, 22:03

A new update!

Now first off you've got new infinity orb textures, they're wholly x128 now instead of an x64 texture scaled up.

And I also created a texture for every rune, they're not very imaginative but they follow the conventions and aren't too shabby.

That's it for now, and I'm not sure what's next on the list. For now, enjoy collecting your complete set of sphaxified runes :D

-- 20 Sep 2014, 21:52 --

So I've been trying my hand at a few animated textures, and lo and behold! A new update has arrived :D

Now you've got Spahxified Flicker Foci, and Flicker Jars :D Also, in case you're wondering how the rest of the textures might end up looking, there's the flicker_jar.png texture I created as a base before animating it, which shows a few of the new techniques I've learnt by deconstructing a few of Sillyman's textures. And the last thing I've done is create a texture for the Magitech Goggles as an item, because somewhere I forgot that :P

And one last thing, thank you for having downloaded this patch over a thousand times! :D

EDIT: I've just added in the fixed crafting altar texture, thank you for supplying it!

Also, I've noticed that the Magitech Goggles have the Leather Helmet stitches being overlayed on them, is that something that is fixed patch or mod side?
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Post 28 Sep 2014, 03:36

Another update, this time I've redone the Bound Tools, firstly because the textures don't follow vanilla rules, so were appearing oddly, and secondly to make them appear slightly more in line with the source and what I imagined. Hopefully they look like raw magic being directed through golden foci to form tools, because that's the look I was going for :P

Also the front page has been revamped! :D

-- 28 Sep 2014, 03:36 --

So another update, I've done the Warding Candle, Essence Conduit, Keystone Door Item, and redone the Black Aurem - it's looking pretty sweet if I can say that myself :D

All in all I'd say we're about 90% done with the patch, so I might continue texturing in x512, so it saves time later on. Any feedback would be helpful, I'm still learning! :P
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Post 02 Oct 2014, 10:06

So I've started the arduous task of redoing every texture in x512. So it's going to be a while until you guys get your next update, but when you do, you should have x64 x128 x256 and x512 patches for AM2 :D

Her's an image of the upscaled Aum, see you once I've made some progress! :D
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