Search found 124 matches
- Fri Jul 03, 2015 1:33 am
- Forum: Mod Creation
- Topic: [1.2] Germanny's Dungeon Master Resource for LoG2
- Replies: 43
- Views: 48319
Re: [1.0] Germanny's Dungeon Master Resource for LoG2
The mod Mine is a lot more cozy than the vanilla Mine set. Plus it does have some cool assets that goes with it. (problems is it needs a rework/conversion on the textures or the lighting gets kinda messed up. Something which I don't really know much about on how to do.)
- Thu Jul 02, 2015 7:45 pm
- Forum: Mod Creation
- Topic: [1.2] Germanny's Dungeon Master Resource for LoG2
- Replies: 43
- Views: 48319
Re: [1.0] Germanny's Dungeon Master Resource for LoG2
Sweeeeeet!
Out of curiosity, do you know if anyone is working on converting the Mine tileset to LoG2?
Out of curiosity, do you know if anyone is working on converting the Mine tileset to LoG2?
- Tue Jun 23, 2015 4:39 pm
- Forum: Off-topic Discussion
- Topic: -= Dungeons Kingdom =- [Physics+Interactions Vid]
- Replies: 72
- Views: 104142
Re: -= Dungeons Kingdom =- [Physics+Interactions Vid]
Just a little odd question, but would it be possible to make a portrait pack for Grimrock with the (revealed) character portraits from this game? Just really like the art and would be neat to have some of them added to my party, plus seeing them in game would be a simple but effective reminder of th...
- Wed Jun 10, 2015 10:38 pm
- Forum: Mod Creation
- Topic: [Mod-Assets] Keys in locks. (re-usable keys)
- Replies: 10
- Views: 11776
Re: [Mod-Assets] Keys in locks. (re-usable keys)
New version is out. it fixes the issue with the lock_stone and stops that rather annoying message to pop up all the time. Just download again and replace the "keys_in_locks.lua and make sure the lock_stone model file added to your models folder. (should not affect your dungeon when replacing th...
- Sat Jun 06, 2015 4:05 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3189559
Re: Ask a simple question, get a simple answer
Maybe I'm a bit dumb but I don't understand how spawn scrips work. Say I want to spawn a power gem when an enemy ogre called "burt" is killed on say... "level 0,1,3" on the same tile burt died, how do I do that? I can just add a power_gem_item to drop on death, but that's hardy a...
- Fri Jun 05, 2015 10:13 pm
- Forum: Mod Creation
- Topic: Goromorg and Scavenger Sound replacement
- Replies: 32
- Views: 23967
Re: Missing Sound for Goromorg and Scavanger. Any replacemen
I managed to record the sounds for the Goromorg from LoG1 and converted them to .wav, but I just want to check and see if there are any objections from AH before making them available to everyone? I think it's possible those sound assets are only licensed for LoG1. Which I think I read in some othe...
- Wed Jun 03, 2015 1:37 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3189559
Re: Ask a simple question, get a simple answer
Another question. is there any way to make a character class with a trait for "CastSpell" weapons such as the fire blade, similar to that of the Fighter class? I tried applying the Fighter trait to a custom class but that trait doesn't apply to spell casting weapons which is what I wanted ...
- Tue Jun 02, 2015 8:11 pm
- Forum: Mod Creation
- Topic: Importing assets from LoG1 mods?
- Replies: 3
- Views: 4074
Re: Importing assets from LoG1 mods?
Did you convert the normal maps? I have a complete conversion of the Dungeon Master Resource finished already, it will be released as soon as I hear back from germanny. No I haven't touched the maps in any way. But I can give it a try on some of the mine assets. And nice to hear the DM pack is rewo...
- Tue Jun 02, 2015 5:53 pm
- Forum: Mod Creation
- Topic: Importing assets from LoG1 mods?
- Replies: 3
- Views: 4074
Importing assets from LoG1 mods?
I had a few assets and stuff used in my mods for LoG1 and been using some of those for a new mod in LoG2. Only problem is while the models seem to work just fine the way light is cast on them can be rather buggy, with only parts being highlighted or they actually getting darker in the light to almos...
- Fri May 29, 2015 10:03 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3189559
Re: Ask a simple question, get a simple answer
Can ammo (say arrows) be able to be programmed to have a chance to break when hitting something? Do you want the arrow to disappear from the game, or do you want it to turn into a broken_arrow object that can be repaired later? I can only help you with the former: defineObject{ name = "fragile...