Search found 15 matches
- 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.
- 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 ...
- 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...
- 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{ ...
- 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 ...
- 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 ...
- 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...
- 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...
- 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)....
- 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...