[1.2] Germanny's Dungeon Master Resource for LoG2

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bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

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

Post by bongobeat »

good work, thank you!
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

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

Post by minmay »

The mine conversion never got fixed, the only useful thing in that conversion is the textures. The rest of the assets would be faster to re-convert from scratch than to fix, none of the necessary work was done at all.
Grimrock 1 dungeon
Grimrock 2 resources
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bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

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

Post by bongobeat »

I think there is not very needed to convert the log 1 mine set which seems "obsolete" as there is already the log 2 mine tileset which looks better.

At least what can be imported are the props, rails, mine wagons or even volcano and smoker, table and beds.
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If you want something similar by the color, why not define a new log2 mine tileset , and change the diffuse texture of pillars, walls and all what use the mine rock tile,
with a brown/red rock mine texture or any color you want?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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spectre900
Posts: 124
Joined: Fri Sep 14, 2012 1:47 am

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

Post by spectre900 »

The mod Mine is a lot more cozy than the vanilla Mine set. Plus it does have some cool assets that goes with it. (problems is it needs a rework/conversion on the textures or the lighting gets kinda messed up. Something which I don't really know much about on how to do.)
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

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

Post by Azel »

Very thorough ReadMe.

I noticed this in the Licensing section:
5. This license may be modified or revoked by the licensor at any time with immediate effect.
Probably something to keep in mind should one decide to use a lot of these assets in their Mod.
minmay
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Joined: Mon Sep 23, 2013 2:24 am

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

Post by minmay »

Azel wrote:Very thorough ReadMe.

I noticed this in the Licensing section:
5. This license may be modified or revoked by the licensor at any time with immediate effect.
Probably something to keep in mind should one decide to use a lot of these assets in their Mod.
I'm sure there are people better at explaining this than I am, but I'll give it a try: this doesn't mean we could successfully sue you for using the assets or C&D your mod, certainly not if you used the assets before the change to the license (and the chances of the license becoming less permissive are 0, as far as I'm concerned). It's there so that if we do something like re-releasing the assets under a new license, we don't have to worry as much about the old one.
A similar cause is in the Grimrock modding terms and that applies to all Grimrock mods:
We reserve the right to revise these rules at any time, with immediate and retroactive effect.
Grimrock 1 dungeon
Grimrock 2 resources
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Eleven Warrior
Posts: 752
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Location: Australia

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

Post by Eleven Warrior »

Well I for 1 have found many bugs with the set, but I care not to mention them. If you care to look closely you will see them as I have. As Minmay is the expert on this imam sure he would have to.

Why did you let these bugs get through imam not sure. Did you not think for one moment that someone would do it? Imma just checking every fine detail mate as it normal to do yeah :)

I have found 12 defaults already with you dungeon and counting. Sorry mate but we are not perfect yeah.
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Eleven Warrior
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Location: Australia

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

Post by Eleven Warrior »

WOW I have found lots of issues lol gj Minamy
minmay
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Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Post by minmay »

The example dungeon is pretty zero-effort so it wouldn't be surprising if it actually did have some bugs =P

The actual conversion has had thorough tests run on pretty much every aspect of it, though, it should be very safe to use (and if someone does find an issue, future releases will be backwards compatible anyway).
Grimrock 1 dungeon
Grimrock 2 resources
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Dunkler
Posts: 73
Joined: Thu Jul 10, 2014 3:20 pm

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

Post by Dunkler »

Nice work!

How comes that if i use for example the boulder or the skeleton_floor decoration in another mod that the model has no texture at all ?

All you can do in the define objekt script is to link the model and the icon.
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