Search found 15 matches

by Paul
Wed Oct 15, 2014 6:10 pm
Forum: Grimrock 2 Discussion
Topic: Legend of Grimrock 2 is Officially OUT!!!!!
Replies: 26
Views: 21901

Re: Legend of Grimrock 2 is Officially OUT!!!!!

I'm still in the office...although, I think I'm starting to come down with something...cough, cough.
by Paul
Wed Oct 15, 2014 1:53 pm
Forum: Grimrock 2 Discussion
Topic: just thank you
Replies: 10
Views: 9981

Re: just thank you

petri, I would also like to say thank you, to you, and the entire AH Team. LoG1 was excellent. Between the game, the editor and the custom dungeons, I've clocked well over a thousand hours of game play. I look forward to another thousand with LoG2. I have to leave for the office now, but I did read ...
by Paul
Tue May 28, 2013 9:03 pm
Forum: Modding
Topic: Proj. images & question... anchorPos, targetPos, targetSize?
Replies: 15
Views: 11627

Re: Proj. images & question... anchorPos, targetPos, targetS

@ JohnWordsWorth... I actually thought about the arachnophobes while play testing. The scene is reminiscent of the movie Aliens during the shot with the group of alien creatures crawling across the ceiling in tandem. It's definitely a very creepy look, much different to what we're used to, almost in...
by Paul
Tue May 28, 2013 2:20 pm
Forum: Modding
Topic: Proj. images & question... anchorPos, targetPos, targetSize?
Replies: 15
Views: 11627

Re: Proj. images & question... anchorPos, targetPos, targetS

@ Neikun... Yes, each animation file for the spider's movement had to be modified. Also, being inverted left becomes right, right becomes left such as for spider_hit_front_left / right. I posted an image of the model inverted as shown in GMT. http://www.flickr.com/photos/96281857@N03/ defineObject{ ...
by Paul
Sun May 26, 2013 4:53 am
Forum: Modding
Topic: Proj. images & question... anchorPos, targetPos, targetSize?
Replies: 15
Views: 11627

Re: Proj. images & question... anchorPos, targetPos, targetS

Long story short, it's spring and the spiders are out and they're not just on the floor, this started me thinking that this might be possible. I've added a couple more pics showing what they look like. http://www.flickr.com/photos/96281857@N03/ Yes, they can attack and they move around the level on ...
by Paul
Sun May 26, 2013 12:47 am
Forum: Modding
Topic: Proj. images & question... anchorPos, targetPos, targetSize?
Replies: 15
Views: 11627

Re: Proj. images & question... anchorPos, targetPos, targetS

@ JohnWadsworth... You do need to be thoughtful when placing items and where items will be used such as keys and alike. The environment, walls and other props are often scaled, inverted and/or offset leaving little room for error. The first post of this thread started after trying multiple times to ...
by Paul
Sat May 25, 2013 1:32 pm
Forum: Modding
Topic: Proj. images & question... anchorPos, targetPos, targetSize?
Replies: 15
Views: 11627

Re: Proj. images & question... anchorPos, targetPos, targetS

Thanks for the input Mal85 & Komag. I'll keep experimenting with the variables. As for the "flicker" that results when overlapping arches, pillars or any other surface for that matter caused by light source reflections, yes, it's bothersome to say the least, as noted in various other m...
by Paul
Sat May 25, 2013 4:00 am
Forum: Modding
Topic: Proj. images & question... anchorPos, targetPos, targetSize?
Replies: 15
Views: 11627

Proj. images & question... anchorPos, targetPos, targetSize?

Good evening all, Here's a link to a few images of my project that I've been working on...working on way too much I must admit, lawn is a foot tall. http://www.flickr.com/photos/96281857@N03/ While your looking, could someone point me to a place where I could read up on these variables for placement...
by Paul
Sun Apr 28, 2013 8:38 pm
Forum: Modding
Topic: Script help request: itemFound activate, else deactivate
Replies: 3
Views: 3143

Re: Script help: itemFound activate, else deactivate- SOLVED

Thank you Damonya, Xanathar. Working just fine now. For those looking to use a similar script, the setup went as follows. Hope this helps... Add Altar, select Altar and choose "Add New Item" option. The item I added was a custom object defined in the "objects" script (see below)....
by Paul
Sun Apr 28, 2013 5:33 pm
Forum: Modding
Topic: Script help request: itemFound activate, else deactivate
Replies: 3
Views: 3143

Script help request: itemFound activate, else deactivate

Scratching my head reading through the "Check alcove for item thread" and reference scripts. If someone has a minute to look at this script it would be much appreciated. I've tried multiple iterations and only get bits and pieces to work correctly. Scenario... Using an altar that has custo...