Asteroth wrote:Edit: And What? Secret doors require a gate node it seems.
That one is easy, just open up the secret door model in GMT, in the model nodes section select the MainObject node(or what ever your door mesh is called), then in the name field simply rename it to gate and click on Update Node, save the model again.
Skuggasveinn.
Link to all my LoG 2 assets on Nexus. Link to all my LoG 1 assets on Nexus.
when i try to inser skull_lamp "pillar" editor crash every time :/ otherwise really nice wallset, thanks !
[string "LightSource.lua"]:0: unknown placement: pillar
stack traceback:
[C]: in function 'error'
[string "LightSource.lua"]: in function 'entityAddedToMap'
[string "Map.lua"]: in function 'addEntity'
[string "BaseEntity.lua"]: in function 'spawn'
[string "Arch.lua"]: in function 'spawn'
[string "DungeonEditor.lua"]: in function 'addObjectTool'
[string "DungeonEditor.lua"]: in function 'mapView'
[string "DungeonEditor.lua"]: in function 'update'
[string "Grimrock.lua"]: in main chunk
You have forgot stairs , alcoves , statues , and the wooden variation for floor and some neat wall , all secret walls are neat so if you see neat wall you will know is a secret wall and some wall variation without skulls.
takis76 wrote:There is an error in editor "gate node not found for ast_skull_secret_door"
We wait for the alcove.
Yes, I messed up secret doors twice. The file is updated(again), there should also be a version with skulls now.
I will keep trying on that whole alcove thing.
a good guide for what to include in a wallset is any wallset by Daniv, just check all the types of things included (wall texts, every kind of door, statues and daemons, torch holders, etc)