[Custom Tileset] ODS - Old Dongeon Style TileSet v1.3

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!
User avatar
Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

[Custom Tileset] ODS - Old Dongeon Style TileSet v1.3

Post by Doridion »

Hi all ^^

Glad to present you the Old Dungeon Style TileSet, based on the Germanny's DM !
This tileset was done to permit you to begin an Old Dungeon Style mod. It's a very light version of the Germanny's DM and can not replace it. Thanks to all modders who helped to correctly find definitions, and to Germanny who made all this possible.

Pack containing :
Walls - Thin wood wall - Floors - Ceilings - Centered pillar - Clickable/Unlockable Doors ( Wood, Iron, Portcullis ) - Stairs - Alcove - Bed ( as Altar ) - Pit Trapdoor - Pits ( Floors/Ceiling ) - Buttons - Pressplate - Gem Socket ( and Gem item ).
SpoilerShow
Image
Image
You can download the ODS here.

Credits :
Original Tileset : DM by Germanny
LoG2 Design : Germanny
LoG2 Models : Germanny
LoG2 Coding : Germanny

Edit : Removed myself to the credits.
Last edited by Doridion on Fri Nov 21, 2014 2:49 pm, edited 13 times in total.
User avatar
Rougecorne
Posts: 34
Joined: Wed Oct 29, 2014 1:52 am

Re: [WIP][Custom Tileset] ODS - Old Dongeon Style TileSet v1

Post by Rougecorne »

Thank you ! :D
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [WIP][Custom Tileset] ODS - Old Dongeon Style TileSet v1

Post by Drakkan »

crazy things are coming ! :)
thanks man
Breath from the unpromising waters.
Eye of the Atlantis
User avatar
Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: [WIP][Custom Tileset] ODS - Old Dongeon Style TileSet v1

Post by Doridion »

Thanks to you, and glad if it helps you ( sure you could do it by yourself, but already occupied on better scripting ^^ )

I'll ask just two questions to the model modders, 'cause I have less ad less hairs on my head xD

In LoG1, nodes can be replaced in definitions by anchors in the case of buttons, alcoves, etc etc .... BUT ... there's no way anymore ( or I didn't seen it in the scripting reference ). So, Have you got an idea of the name(s) of node(s) I must add to the models to correctly add surfaces and click boxes ?

Actually, the Clickable and Surface components are centered on the root node ... exactly like the tiles basements ....

The second case is little bit harder .... no frames anymore for the doors xD I tested and compared original/custom doors components, and except the cboxes, original doors have the "frame" component ... yep, but when coding in my custom definition, editor crashes and says me "Bad component : frame" .... you understand why my hairs flees from my skull.

Thanks in advance ;)
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: [WIP][Custom Tileset] ODS - Old Dongeon Style TileSet v1

Post by petri »

Components can be positioned with the "offset" property. For example, in surface component add the following property:
offset = vec(0.5, 0, 0.1)

debugDraw = true makes the surface visible.

frame is just another model component that sets up the 3d model of the frame.
OGDA
Posts: 115
Joined: Tue Oct 28, 2014 5:07 pm

Re: [WIP][Custom Tileset] ODS - Old Dongeon Style TileSet v1

Post by OGDA »

This looks fantastic! Need it need it need it need it :-P
User avatar
Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: [WIP][Custom Tileset] ODS - Old Dongeon Style TileSet v1

Post by Doridion »

petri wrote:Components can be positioned with the "offset" property. For example, in surface component add the following property:
offset = vec(0.5, 0, 0.1)

debugDraw = true makes the surface visible.

frame is just another model component that sets up the 3d model of the frame.
Thanks for your answers petri ^^ But what i misunderstand, is that I tried these two techniques for the frame of the door, and have the same result for both ( error or crash ).

Code: Select all

defineObject{
   name = "my_door",
   components = {
      {
      class = "model",
      model = "xxx\xxx\xxx\mydoormodel.fbx",
      },
      {
      class = "frame",
      model = "xxx\xxx\xxx\myframemodel.fbx",
      },
      {
      class = "door",
      killPillars = true,
      },
   },
   placement = "wall",
   editorIcon = 132,
}
or

Code: Select all

defineObject{
   name = "my_frame",
   components = {
      {
      class = "model",
      model = "xxx\xxx\xxx\myframemodel.fbx",
      },
   },
   placement = "wall",
}

defineObject{
   name = "my_door",
   components = {
      {
      class = "model",
      model = "xxx\xxx\xxx\mydoormodel.fbx",
      },
      {
      class = "Door",
      frame = "my_frame",
      killPillars = true,
      },
  },
  placement = "wall",
  editorIcon = 132,
}
User avatar
antti
Posts: 688
Joined: Thu Feb 23, 2012 1:43 pm
Location: Espoo, Finland
Contact:

Re: [WIP][Custom Tileset] ODS - Old Dongeon Style TileSet v1

Post by antti »

Doridion wrote:
petri wrote:Components can be positioned with the "offset" property. For example, in surface component add the following property:
offset = vec(0.5, 0, 0.1)

debugDraw = true makes the surface visible.

frame is just another model component that sets up the 3d model of the frame.
Thanks for your answers petri ^^ But what i misunderstand, is that I tried these two techniques for the frame of the door, and have the same result for both ( error or crash ).
The frames are model components but they are given a different name. Here's an example based on your definition, which I also streamlined a bit by using a baseObject:

Code: Select all

defineObject{
   name = "my_door",
   baseObject = "base_door",
   components = {
      {
      class = "model",
      model = "xxx\xxx\xxx\mydoormodel.fbx",
      },
      {
      class = "model",
      name = "frame",
      model = "xxx\xxx\xxx\myframemodel.fbx",
      },
   },
}
Steven Seagal of gaming industry
User avatar
Eleven Warrior
Posts: 745
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: [WIP][Custom Tileset] ODS - Old Dongeon Style TileSet v1

Post by Eleven Warrior »

Answer = release the Assets Pack to LOG 2

EDIT: Oh I see I just thought of it lol Ah are waiting for John to finish his GMT2 and then they will release assets pack. Just a guess, seen it before in other things.
User avatar
Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: [WIP][Custom Tileset] ODS - Old Dongeon Style TileSet v1

Post by Doridion »

antti wrote:The frames are model components but they are given a different name. Here's an example based on your definition, which I also streamlined a bit by using a baseObject:
Yes ! Alright, a good news ( didn't tilt that we can "rename" the components before. So there, i understand where was my biggest and stupid error ! Many thanks !
Eleven Warrior wrote:Answer = release the Assets Pack to LOG 2
Mouahahaha, ... hum ... Elven, are you spying my minds ? :p

And now : GOGOGOGOGOGO WOOOOOOOORK !
Post Reply