Search found 105 matches
- Fri Oct 17, 2014 2:25 am
- Forum: Support and Tech Discussion
- Topic: Water waves are way too high
- Replies: 2
- Views: 4359
Water waves are way too high
I noticed that the wave effect at the Forgotten River appears to be way too pronounced -- like by a factor of 10. It's causing wave-tops to come through the wooden bridges and I can even see under them at times. Is anyone else seeing this? http://s30.postimg.org/q5t5pckvx/Lo_G_2_water_bug_1.jpg http...
- Wed Jan 29, 2014 6:03 am
- Forum: Modding
- Topic: [Models] New created Models..
- Replies: 643
- Views: 537114
Re: [Models] New created Models..
Can you make a version that reads "xyzzy"?
/ducks
/ducks
- Tue Jan 28, 2014 6:33 am
- Forum: Modding
- Topic: [Tileset] Town
- Replies: 19
- Views: 17565
Re: [Tileset] Town
Gorgeous. If only we had human/elf/dwarf NPC models to fill the tavern and provide quest dialogue! I wish I had the talents to craft all of the assets that suddenly come to mind: stacks of mugs, tankards, ale and wine bottles, a dartboard, chandeliers, plants, armoires, etc. that you'd find in a liv...
- Tue Jan 28, 2014 6:28 am
- Forum: Modding
- Topic: [Models] New created Models..
- Replies: 643
- Views: 537114
Re: [Models] New created Models..
My first thought upon seeing the pipes and wheel valve was Flood Control Dam #3
- Tue Jan 28, 2014 6:24 am
- Forum: Grimrock 2 Discussion
- Topic: Dungeon Editor Suggestions
- Replies: 85
- Views: 83316
Re: Dungeon Editor Suggestions
One thing I would really love would be the ability to switch to a bigger font. I have a real hard time with the tiny one in the current editor. I don't know if it's been mentioned yet, but for me, it would be nice if I could designate a monster as non-hostile and/or unkillable so I could use it as a...
- Thu Jan 16, 2014 2:54 am
- Forum: Modding
- Topic: [WIP]flesh wall set
- Replies: 47
- Views: 40122
Re: [WIP]flesh wall set
Reminds me of Doom II
- Tue Jan 07, 2014 12:00 am
- Forum: Modding
- Topic: [Models] Sci-fi Scenery
- Replies: 71
- Views: 71128
Re: [Models] Sci-fi Scenery
Emergency shuttoff levers? Maybe a warning/caution/usage sign? Pressure gauges?
- Mon Jan 06, 2014 12:40 pm
- Forum: Modding
- Topic: [Models] Creepy Dungeon
- Replies: 8
- Views: 12302
Re: [Models] Creepy Dungeon
I wish I could. They're particle objects and the game always rotates them to face the player.BuzzJ wrote:Is it possible to make the glyphs not rotate to face the player? Kind of stationary like a wall or door in its facing?
- Mon Jan 06, 2014 12:39 pm
- Forum: Modding
- Topic: [Models] Creepy Dungeon
- Replies: 8
- Views: 12302
Re: [Models] Creepy Dungeon
There are no traps for the glyphs. I was just hinting that they could be turned into traps if you script them. trap.lua has my floor spike trap and mechanisms for setting it off.
- Sat Jan 04, 2014 2:21 pm
- Forum: Modding
- Topic: [Models] Creepy Dungeon
- Replies: 8
- Views: 12302
[Models] Creepy Dungeon
http://www.nexusmods.com/grimrock/mods/359/? I haven't been able to settle yet on what I want to do for another mod, so while I'm mulling things over I figured I'd post the assets I've created so far. Creepy Dungeon has a bunch of odds and ends for giving your mod a, well, creepy feel. It also has a...