Search found 15 matches
- Wed Feb 08, 2017 5:20 am
- Forum: Mod Creation
- Topic: Custom monster examples
- Replies: 7
- Views: 8664
Re: Custom monster examples
You don't have to scale frame by frame every animation, only those that move the model. (Walking/strafing) There's a method to do that written somewhere on the forum(I remember asking for it a while back), try using the search function. (I'd look for you, but I'm on the phone right now :p ) I did a...
- Wed Feb 08, 2017 5:00 am
- Forum: Mod Creation
- Topic: need help: projectileCollider that blocks only one spell
- Replies: 7
- Views: 8174
Re: need help: projectileCollider that blocks only one spell
It's heartening to see more people willing to experiment. To make a monster that doesn't collide with projectiles, and does collide with the party and get hit by melee attacks and TileDamagers, add this to the MonsterComponent definition: collisionRadius = 0, Figures. That was one of very few compo...
- Tue Feb 07, 2017 2:54 pm
- Forum: Mod Creation
- Topic: need help: projectileCollider that blocks only one spell
- Replies: 7
- Views: 8174
Re: need help: projectileCollider that blocks only one spell
So, I've been trying something similar. Making a custom monster that does not collide with projectiles, and does collide with the party. I haven't got it fully worked out yet; I need to make them collide with the party yet. I got them to not collide with projectiles by setting: class = "monster...
- Tue Feb 07, 2017 12:22 pm
- Forum: Mod Creation
- Topic: Custom monster examples
- Replies: 7
- Views: 8664
Re: Custom monster examples
Took a couple of days to learn Blender modeling/rigging/etc. I won't say I'm any good, but I know how to hack it in 3D. So, Twigrock progress update: I realized pretty quickly I couldn't just scale down the mesh. You have to scale all of the animations. I'm trying to figure out a quick way to do thi...
- Mon Feb 06, 2017 5:41 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3195342
Re: Ask a simple question, get a simple answer
Here's what can be done: Define a camera to be used with stairs Upon activating a scrip, the camera is moved to the parties position and plays a 'going up/down' animation Play the going up/down sound When the animation ends, the the parties position to the new location reset the current camera Only...
- Sun Feb 05, 2017 1:01 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3195342
Re: Ask a simple question, get a simple answer
I'm curious if anyone has tried to marry the stairways with the ladder code in order to remove the screen fade/transition. You can get read of it by using GameMode.fadeOut(color, length) as soon as the fade out begins. But since the stairs going up/down camera animation doesn't finish on the height...
- Sun Feb 05, 2017 9:38 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3195342
Re: Ask a simple question, get a simple answer
So, I've realized you can use stairs to transit elevation if you make an up and a down sairs so that they are overlapping, and then set a custom target to a square at the end of the cell. Looking at the way stairs are transitioned: it seems kind of like how ladders work. I'm curious if anyone has tr...
- Sat Feb 04, 2017 4:17 pm
- Forum: Mod Creation
- Topic: Thinking, is it time for another Glögg session?
- Replies: 19
- Views: 23306
Re: Thinking, is it time for another Glögg session?
I'm game. I've been hitting the editor hard recently. As far as the town tileset goes: in theory, we could probably port the LoG1 town tileset into LoG2 without much more effort than putting up with the tedium required to do it. It has been already ported(or in a very late stage of it) to LoG2 than...
- Sat Feb 04, 2017 4:10 pm
- Forum: Mod Creation
- Topic: Thinking, is it time for another Glögg session?
- Replies: 19
- Views: 23306
Re: Thinking, is it time for another Glögg session?
I'm game. I've been hitting the editor hard recently.
As far as the town tileset goes: in theory, we could probably port the LoG1 town tileset into LoG2 without much more effort than putting up with the tedium required to do it.
As far as code hooks go: I'd like some sort of shop structure the most.
As far as the town tileset goes: in theory, we could probably port the LoG1 town tileset into LoG2 without much more effort than putting up with the tedium required to do it.
As far as code hooks go: I'd like some sort of shop structure the most.
- Sat Feb 04, 2017 2:26 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3195342
Re: Ask a simple question, get a simple answer
thank you. I was using the recent build of Blender. That's probably why the positioning was so off on everything.
EDIT: time to start learning Blender.
EDIT: time to start learning Blender.