Ask a simple question, get a simple answer

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
kelly1111
Posts: 349
Joined: Sun Jan 20, 2013 6:28 pm

Re: Ask a simple question, get a simple answer

Post by kelly1111 »

Thanks minmay :)
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Duncan1246
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Re: Ask a simple question, get a simple answer

Post by Duncan1246 »

I wish to add in my mode an user library to organize the numerous texts .
All the texts will be associated to a few themes, so by example if you choose the theme "essence" you will find all the texts you have picked up before on this theme.
It seems that the notebook of John Wordsworth has been left unfinished. I don't know if any other attempt on this way has been made. But perhaps gtk could be used.
My idea goes like this: 1. Each scroll has a number associated to its ID by a script stored in a global variable (array). A "Onclick" hook add to the scrolls call the script and write the scroll number to the variable. The "notebook" opens a window when clicked, a thematic choice is shown (gtk dialogue seems convenient here) then texts found on this theme are shown (split if necessary to respect the board size). The display function has to read the global variable and pick up the texts associated (stacked in another variable). Here it is necessary to add a script to identify the texts linked to the theme chosen.
What do you think on the ways to do something like that?
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
minmay
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Joined: Mon Sep 23, 2013 2:24 am

Re: Ask a simple question, get a simple answer

Post by minmay »

You don't need to store an additional the contents of the scroll. You can just use ScrollItemComponent:getScrollText() and ScrollItemComponent:getScrollImage().
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THOM
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Re: Ask a simple question, get a simple answer

Post by THOM »

Would be fine to get the notebook working again. Could be a good addition for ORRR3.
THOM formaly known as tschrage
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My MOD (LoG1): Castle Ringfort Thread
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: Ask a simple question, get a simple answer

Post by Duncan1246 »

THOM wrote:Would be fine to get the notebook working again. Could be a good addition for ORRR3.
I use some scripts as the great gtk, but I hardly understand how it works... perhaps something more simple can do the job?
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: Ask a simple question, get a simple answer

Post by Duncan1246 »

minmay wrote:You don't need to store an additional the contents of the scroll. You can just use ScrollItemComponent:getScrollText() and ScrollItemComponent:getScrollImage().
Right!
Now, I am looking for some samples script to manage the texts in chains to display them...
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Ask a simple question, get a simple answer

Post by akroma222 »

Duncan1246 wrote:I wish to add in my mode an user library to organize the numerous texts .
All the texts will be associated to a few themes, so by example if you choose the theme "essence" you will find all the texts you have picked up before on this theme.
It seems that the notebook of John Wordsworth has been left unfinished. I don't know if any other attempt on this way has been made. But perhaps gtk could be used.
My idea goes like this: 1. Each scroll has a number associated to its ID by a script stored in a global variable (array). A "Onclick" hook add to the scrolls call the script and write the scroll number to the variable. The "notebook" opens a window when clicked, a thematic choice is shown (gtk dialogue seems convenient here) then texts found on this theme are shown (split if necessary to respect the board size). The display function has to read the global variable and pick up the texts associated (stacked in another variable). Here it is necessary to add a script to identify the texts linked to the theme chosen.
What do you think on the ways to do something like that?
Hey Duncan,
Im keen on seeing this happen, as my story line will need a similar system (using 'themes' and clues)
I had envisioned it being handled the same way... Im pretty sure I can manage the gtk stuff,
but ...Im not going to be able to take a look at it for another week though, Ill check back in shortly
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: Ask a simple question, get a simple answer

Post by Duncan1246 »

akroma222 wrote:
Duncan1246 wrote:I wish to add in my mode an user library to organize the numerous texts .
All the texts will be associated to a few themes, so by example if you choose the theme "essence" you will find all the texts you have picked up before on this theme.
It seems that the notebook of John Wordsworth has been left unfinished. I don't know if any other attempt on this way has been made. But perhaps gtk could be used.
My idea goes like this: 1. Each scroll has a number associated to its ID by a script stored in a global variable (array). A "Onclick" hook add to the scrolls call the script and write the scroll number to the variable. The "notebook" opens a window when clicked, a thematic choice is shown (gtk dialogue seems convenient here) then texts found on this theme are shown (split if necessary to respect the board size). The display function has to read the global variable and pick up the texts associated (stacked in another variable). Here it is necessary to add a script to identify the texts linked to the theme chosen.
What do you think on the ways to do something like that?
Hey Duncan,
Im keen on seeing this happen, as my story line will need a similar system (using 'themes' and clues)
I had envisioned it being handled the same way... Im pretty sure I can manage the gtk stuff,
but ...Im not going to be able to take a look at it for another week though, Ill check back in shortly
I think all modders in LG2 encounter the idea, an open world without a good map and without a library is a major difficulty for the player. But manage all the parameters in gtk scripts is a hard work...
Anyway, here is a first draft for the library panel (background image)
SpoilerShow
Image
As runes are my basic line to organize the texts files, the eight + one runes_circles are like respons lines in gtk showDialoguePage
When clicked , new window popup (or the same refreshed?) with the same background and the related texts...
When you will have time, your help and your look on it are required :)
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
kelly1111
Posts: 349
Joined: Sun Jan 20, 2013 6:28 pm

Re: Ask a simple question, get a simple answer

Post by kelly1111 »

Question: Is it possible to make a Mine tileset from the original in a simple way. Say for instance I have the diffuse rock wall texture from the asset pack and change its color to a darker tone. how then can I use this the best without making new objects / models for it?
material replace or overwrite?

Can someone give me an example of how to make the entire mine tileset darker looking (not that grey stone) in an easy way ...
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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: Ask a simple question, get a simple answer

Post by zimberzimber »

kelly1111 wrote:Question: Is it possible to make a Mine tileset from the original in a simple way. Say for instance I have the diffuse rock wall texture from the asset pack and change its color to a darker tone. how then can I use this the best without making new objects / models for it?
material replace or overwrite?

Can someone give me an example of how to make the entire mine tileset darker looking (not that grey stone) in an easy way ...
If you want to replace the original, you just have to redefine the materials for the objects that the tile set uses.
Example:

Code: Select all

defineMaterial{
	name = "mine_pillar_01",
	diffuseMap = [path for the new diffuse],
	specularMap = "assets/textures/env/mine_pillar_01_spec.tga",
	normalMap = "assets/textures/env/mine_pillar_01_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 35,
	depthBias = 0,
}
There's no need to change the specular and normal maps if the new diffuse is just a darker version of the original diffuse.
My asset pack [v1.10]
Features a bit of everything! :D
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