couple of weird lighting things... maybe bugs.
Re: couple of weird lighting things... maybe bugs.
Please, could you give an example of how to change a feature of this lightsource?
Re: couple of weird lighting things... maybe bugs.
I think all of that is an inherent part of the object.lowzei wrote:Thanks but i'm not sure if this would work because why can't i just access the LightSource of an existing entity like the already implemented ceiling_lamp then? Shouldn't it have just the same properties?
Re: couple of weird lighting things... maybe bugs.
As far as I understand you can't simply modify the base items... they are imported "as is" when the dungeon is exported. I think it has to do with the asset usage terms.lowzei wrote:Thanks but i'm not sure if this would work because why can't i just access the LightSource of an existing entity like the already implemented ceiling_lamp then? Shouldn't it have just the same properties?
However, based on what I've done with other objects, If you want to change the properties of an existing asset, such as the prison ceiling lamp, you can still use clone but you keep the same name
Code: Select all
cloneObject {
name = "prison_ceiling_lamp"
baseObject = "prison_ceiling_lamp"
}
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: couple of weird lighting things... maybe bugs.
I'll try, but I don't have access to the editor or my custom dungeon on this PC.Starnice wrote:Please, could you give an example of how to change a feature of this lightsource?
The first thing is you will need to create a custom asset (whether you are adding a new asset or modifying the existing one).
Check out http://www.grimrock.net/modding/creating-custom-assets/ for details on creating custom assets. I'm pretty sure you need to edit the .lua file that handles 'objects' like alcoves, doors etc. etc. (can't remember off the top of my head which it is... I know monsters.lua is obviously for adding custom monster assets!)
Open this file in your favourite text editor (windows notepad will do).
Add something like the following text to modify the existing prison ceiling lamp (I can't currently test if I've written this 100% right.. but it shouldn't be far off!)
Code: Select all
cloneObject{
name = "prison_ceiling_lamp",
baseObject = "prison_ceiling_lamp",
castShadow = False,
lightRange = 3,
}
Code: Select all
lightColor = {1,0.5,0}
I will give all this a try myself later when I get chance to use my gaming PC.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: couple of weird lighting things... maybe bugs.
lightColor = {1,0.5,0} does not work.
But, thank you for the code above!
Anyone know how to succeed with a 3D Vector"?
But, thank you for the code above!
Anyone know how to succeed with a 3D Vector"?