Re: Ask a simple question, get a simple answer
Posted: Mon Oct 31, 2016 11:17 pm
Thanks minmay
Official Legend of Grimrock Forums
http://grimrock.net/forum/
I use some scripts as the great gtk, but I hardly understand how it works... perhaps something more simple can do the job?THOM wrote:Would be fine to get the notebook working again. Could be a good addition for ORRR3.
Right!minmay wrote:You don't need to store an additional the contents of the scroll. You can just use ScrollItemComponent:getScrollText() and ScrollItemComponent:getScrollImage().
Hey Duncan,Duncan1246 wrote:I wish to add in my mode an user library to organize the numerous texts .
All the texts will be associated to a few themes, so by example if you choose the theme "essence" you will find all the texts you have picked up before on this theme.
It seems that the notebook of John Wordsworth has been left unfinished. I don't know if any other attempt on this way has been made. But perhaps gtk could be used.
My idea goes like this: 1. Each scroll has a number associated to its ID by a script stored in a global variable (array). A "Onclick" hook add to the scrolls call the script and write the scroll number to the variable. The "notebook" opens a window when clicked, a thematic choice is shown (gtk dialogue seems convenient here) then texts found on this theme are shown (split if necessary to respect the board size). The display function has to read the global variable and pick up the texts associated (stacked in another variable). Here it is necessary to add a script to identify the texts linked to the theme chosen.
What do you think on the ways to do something like that?
I think all modders in LG2 encounter the idea, an open world without a good map and without a library is a major difficulty for the player. But manage all the parameters in gtk scripts is a hard work...akroma222 wrote:Hey Duncan,Duncan1246 wrote:I wish to add in my mode an user library to organize the numerous texts .
All the texts will be associated to a few themes, so by example if you choose the theme "essence" you will find all the texts you have picked up before on this theme.
It seems that the notebook of John Wordsworth has been left unfinished. I don't know if any other attempt on this way has been made. But perhaps gtk could be used.
My idea goes like this: 1. Each scroll has a number associated to its ID by a script stored in a global variable (array). A "Onclick" hook add to the scrolls call the script and write the scroll number to the variable. The "notebook" opens a window when clicked, a thematic choice is shown (gtk dialogue seems convenient here) then texts found on this theme are shown (split if necessary to respect the board size). The display function has to read the global variable and pick up the texts associated (stacked in another variable). Here it is necessary to add a script to identify the texts linked to the theme chosen.
What do you think on the ways to do something like that?
Im keen on seeing this happen, as my story line will need a similar system (using 'themes' and clues)
I had envisioned it being handled the same way... Im pretty sure I can manage the gtk stuff,
but ...Im not going to be able to take a look at it for another week though, Ill check back in shortly
If you want to replace the original, you just have to redefine the materials for the objects that the tile set uses.kelly1111 wrote:Question: Is it possible to make a Mine tileset from the original in a simple way. Say for instance I have the diffuse rock wall texture from the asset pack and change its color to a darker tone. how then can I use this the best without making new objects / models for it?
material replace or overwrite?
Can someone give me an example of how to make the entire mine tileset darker looking (not that grey stone) in an easy way ...
Code: Select all
defineMaterial{
name = "mine_pillar_01",
diffuseMap = [path for the new diffuse],
specularMap = "assets/textures/env/mine_pillar_01_spec.tga",
normalMap = "assets/textures/env/mine_pillar_01_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 35,
depthBias = 0,
}