Prozails thread.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: Prozails thread.
Superb. And thank you so much for sharing
A trip of a thousand leagues starts with a step.
Re: Prozails thread.
Now that is a beautiful thing Prozail. Your output and sharing spirit is truly wonderful.
Actually, I think Skuggs had a pendulum trap up and going for LOG 1 at one stage. You should PM him and combine your skills on this nasty beast.
Actually, I think Skuggs had a pendulum trap up and going for LOG 1 at one stage. You should PM him and combine your skills on this nasty beast.
Re: Prozails thread.
Prozail, I know you prefers having all your works in the first post, but your animations converter is a really important progress for modders ( especially in the monster's modding ).
So with your agree, I duplicate the link to your converter here, in order to stick it in the superthread.
Many, many, many thanks for it, awesome and most useful work
So with your agree, I duplicate the link to your converter here, in order to stick it in the superthread.
Many, many, many thanks for it, awesome and most useful work
Re: Prozails thread.
No problem, but it's VERY rough, and practially zero errorchecking I guess we'll see a real exporter soon.Doridion wrote:Your animations converter is a really important progress for modders ( especially in the monster's modding ). So with your agree, I duplicate the link to your converter here, in order to stick it in the superthread.
Still having alot of fun with 3dsmax (since I figured out I could get a free student-version through their web) so here's another trap experiment:
A ball with chain, falling from the ceiling, causing knockback, and becomes an obstacle. Use controller:activate() to deploy it. You can call controller:deactivate() to reset it, and remove the obstacle (no animation for that though, so do that out of sight).
Download
Last edited by Prozail on Thu Nov 20, 2014 11:16 am, edited 1 time in total.
Links to my YouTube playlist of "tutorials" and to my forum thread.
Re: Prozails thread.
Hi Prozail
I already sent you PM, so far no answer, so writing you here - in case you will have some time can you please update the shop project with one additional button (under the lever) which will display items from buyable list backward ? In case there is more items to buy in the list, this could be quite usefull for player. thanks a lot
I already sent you PM, so far no answer, so writing you here - in case you will have some time can you please update the shop project with one additional button (under the lever) which will display items from buyable list backward ? In case there is more items to buy in the list, this could be quite usefull for player. thanks a lot
Re: Prozails thread.
Hey Prozail, the ball_chain animation is really good! Moves like it should. Can you explain how self.done works? I see it's a boolean, it determines when animations end?
Edit: It just allows one pass through the hook, I guess. I can't find it in the reference.
Code: Select all
onHitChampion = function(self, champion)
if not self.done then
party.party:knockback(self.go.facing)
end
self.done = true
end
Re: Prozails thread.
self.done is a bit of a trick. You can create variables dynamically on the proxy-object, and i use it here to make sure the event only fires once, not for each party-member. Beware though, anything you create like this IS NOT SAVED IN A SAVEGAME. So only use it for temporary storage, where it doesn't matter.
Also @Drakkan, I put another button in the shop.
Also @Drakkan, I put another button in the shop.
Links to my YouTube playlist of "tutorials" and to my forum thread.
Re: Prozails thread.
thanks a lot !Prozail wrote: Also @Drakkan, I put another button in the shop.
- Ciccipicci
- Posts: 154
- Joined: Mon Oct 08, 2012 12:55 am
Re: Prozails thread.
I love the chain ball trap. Anyway can you update your model with another chain near the ball so the ball and chains are not separated when it became an obstacle?
- Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
Re: Prozails thread.
Hi Prozal,Prozail wrote: Here is a first version of a reworked Dark Elf Temple, originally designed by Daniv (Original version here). All objects are in there, but i've removed the skeleton warrior, and skeleton Archer. Maybe i'll redo them separately at a later time.
Dark elf temple suits very well to my project, but I wonder why this thread seems to be dead ? Does the assets don't work as well as intended, or what?
If it's ok, I have encountered a bug in using a water_tile. I write this:
SpoilerShow
Code: Select all
defineTile{
name = "dark_elf_temple_floor_water",
editorIcon = 112,
color = {45,95,140,255},
builder = "dungeon",
floor = {
"dark_elf_temple_floor_plain", 1,
},
wall = {
"dark_elf_temple_wall", 1,
},
pillar = {
"dark_elf_temple_pillar", 1,
},
ceiling = {
"dark_elf_temple_ceiling", 1,
},
ceilingShaft = "dark_elf_temple_ceiling_shaft",
underwater = true,
ceilingEdgeVariations = true,
automapTile = "water",
}
Duncan
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?