Community Asset Pack (C.A.P.) [Updated: 24/01/13]

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Lollgramoth
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Re: Community Asset Pack (C.A.P.)?

Post by Lollgramoth »

How about an 3rd-Party Tool as an AssetManager?

It needs to get all the Assets from the defined Library.
Then one can open his Project(Init.lua) and all Project Assets are loaded into an other list.
Then the last function of the first version would be to show both codes if the mod_assets and the lib_assets have the same name. The user has than the choise of overwrite or abort.

Sounds very simple, but my synthax knowledge in any Programming language is a bit rusty. Maybe we have one in our mid who is more capable than me. :)

Anyways... please let that be an openSource-Project.
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Neikun
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Re: Community Asset Pack (C.A.P.)?

Post by Neikun »

Very good ideas here.
I think I will split up the alcoves between alcoves that use ingame models and alcoves that use new models.
Any idea what I should name the files?
I was thinking alcoves.lua for the in-game models.
maybe custom_model_alcoves.lua for the ones with new models?
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Szragodesca
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Re: Community Asset Pack (C.A.P.)?

Post by Szragodesca »

As most people who download them will understand the reasoning, it might be easier/faster to name the non-ingame models file "new_alcoves" to both signify that it's new content making them, and to decrease the time spent typing out the connection in a code. Because ouch, I'd hate typing "custom_model_alcoves.lua" for multiple different alcoves. :lol:
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Neikun
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Re: Community Asset Pack (C.A.P.)?

Post by Neikun »

You'd only have to write it once in your init.lua
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HaunterV
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Re: Community Asset Pack (C.A.P.)?

Post by HaunterV »

all excellent ideas.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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Neikun
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Re: Community Asset Pack (C.A.P.)?

Post by Neikun »

New submission: Ghost Archer
http://grimrock.nexusmods.com/mods/55

Maybe later I can show how I made it. But right now I have to go to work.
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HaunterV
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Re: Community Asset Pack (C.A.P.)?

Post by HaunterV »

Wonderful.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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HaunterV
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Re: Community Asset Pack (C.A.P.)?

Post by HaunterV »

Any new submissions this week?
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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Neikun
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Re: Community Asset Pack (C.A.P.)?

Post by Neikun »

Man, the week is only just ending!
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HaunterV
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Re: Community Asset Pack (C.A.P.)?

Post by HaunterV »

Neikun wrote:Man, the week is only just ending!

lol

i should get my hands dirty ... i need orcs and mummies for something im working on.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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