[1.2] Germanny's Dungeon Master Resource for LoG2

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gambit37
Posts: 218
Joined: Fri Mar 02, 2012 3:40 pm

Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Post by gambit37 »

I've only just started modding Grimrock2, and naturally I downloaded this huge DM asset pack to see what's in it.

My goodness.... this is a major piece of work! My mind boggles at the amount of work that's gone into the modelling and coding and general awesomeness. Massive thanks and congratulations to Germanny/MinMay on this major achievement. This is a huge effort and an extremely generous contribution to the Grimrock modding scene. You should be very proud of what you've achieved. Thank you so much :)

Oh, and that conduit cutscene is a piece of genius. I didn't realise such things were possible. My mind reels with the possibilities... :D
minmay
Posts: 2768
Joined: Mon Sep 23, 2013 2:24 am

Re: [1.1] Germanny's Dungeon Master Resource for LoG2

Post by minmay »

Version 1.1 released! Changes:

Code: Select all

Bug fixes:
- Fixed breakable doors crashing if hit by a non-item projectile with no attack
  power.
- Fixed breakable stone and metal doors not having a particle effect when
  destroyed by fire or lightning spells.
- Fixed a misplaced wall crack in Artifacts of Might.
- Removed an unused (and useless) set of textures.
- Properly attributed Phitt (just learned he made the bookshelves, oops)

New features:
- Added "original" versions of both stair models. These are shorter than the
  default ones (6 meters instead of 9 meters) and have open-ended occluders, so
  they will look and act the same as the stairs in the original Grimrock 1 pack.
  You should always prefer to use the regular 9 meter versions, because they
  look better. However, in the specific case that you need to put something
  directly behind the stairs, the 9 meter versions may be too long.
- Breakable doors now show the HitSplash effect in the champion's attack panel
  when they are attacked in melee or with a firearm, along with the damage done
  to the door.
- Waterskins and water flasks now show their nutrition value, and still do not
  give experience to farmers. These objects are no longer volatile; they are
  retained when drunk, poured and refilled instead of being replaced by new
  items.
- Lights that are already enabled no longer re-fade in when their controller is
  activated.
- Added a section to the README (0.3. Clarifications) because of confusion
  about the license.
- Added an angry section to the readme (0.4. Credits) because people keep
  claiming that I (minmay) made the art assets. I didn't! Germanny did! Give him
  the credit he deserves for the awesome textures and models!

Tweaks:
- Enabled alpha testing on the dm_chmail_mail material.
- Used a new conversion algorithm to improve the normal maps. Most are still
  low quality because of the DXT1 originals, but the number and severity of
  non-normal pixels should be much lower now, especially in mipmaps. The "good"
  normal maps should be especially improved.
- Greatly improved normal maps for demon heads, stairs, and bloody walls.
- Shrunk some unnecessarily large item textures.
- Adjusted shading on various models (geometry has not changed). Blades look
  much sharper now, and objects like beds and doors should look much better
  in low lighting. The ornate door in particular is greatly improved.
- Improved stair occluder models. They fit more tightly than before, and are
  lower-poly too.
- Made lanterns use the new candle flame particle texture.
- Blobs are now more compatible with receptors from other asset packs.
- Moved curtain handling out of breakable_door.lua and into curtains'
  controllers, and added minimalSaveState to curtains.
- Made doors.lua a lot more readable.
- Added an extra clue about a secret button in Artifacts of Might.
- Enlarged a secret button in Artifacts of Might.
- Massively improved the performance of the Gardens in Artifacts of Might.
- Added a usage_note for the "original" stair versions.
- Moved options out of Config (old Config options are still supported for
  backwards compatibility) and added a DM_FullBackwardsCompatible option.
- Changed the Fungal Pits fire trap in Artifacts of Might to use fireball_medium
  instead of fireball_small (which was too comically small).
- Changed the Depths fire trap in Artifacts of Might to use fireball_large
  instead of fireball_small.
- Vorpal Blade now uses a horizontal swipe.
Although there are not many new features, this is actually a huge update because it includes a great increase in visual quality (normal maps + shading changes).
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
lorbog
Posts: 1
Joined: Wed Mar 23, 2016 12:54 am

Re: [1.1] Germanny's Dungeon Master Resource for LoG2

Post by lorbog »

I get this error when I try to open a dungeon with the assets in the editor.

Code: Select all

[string "CustomMaterials.lua"]:0: bad argument #2 to 'setTexture' (RenderableTexture or RenderBuffer expected, got no value)
minmay
Posts: 2768
Joined: Mon Sep 23, 2013 2:24 am

Re: [1.2] Germanny's Dungeon Master Resource for LoG2

Post by minmay »

oops

try version 1.2 when it finishes uploading

sorry about that
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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