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Re: Ask a simple question, get a simple answer
Posted: Sat Mar 02, 2019 4:57 pm
by Isaac
It would be shockingly hard to find... and that's actually not good.
Still... The assets are there. The model, and animation works. It is possible to use them, and even customize the material texture... but this is diving into asset creation, and using Blender and—or GIMP/Photoshop.
(People do it, but it's an involved workflow that takes a time investment to learn and become comfortable with. It's not difficult if you are already familiar with the tools.)
If you do use it for a secret, then I would suggest that you include a clue somewhere, and not rely upon a player just stumbling upon it by chance, or casual search. Also... hard secrets are typically best [IMO] if they are optional to find.
Re: Ask a simple question, get a simple answer
Posted: Sat Mar 02, 2019 5:58 pm
by NolanDaneworth
Nuh, i dont know anything about texturing and/or modeling. Thus why im using only basic assets.
Im just aproaching more with artist way - if i cant use something or it brakes - use something else creatively
Like, if i cant use both ocean model and underwater tiles (cuz first i wanted like river turns into ocean/sea, but dungeon water surface not going well with heightmaps) - pick either what suits most in purpose.
Re: Ask a simple question, get a simple answer
Posted: Sat Mar 02, 2019 9:38 pm
by NolanDaneworth
Again me and again tiles
Why cant mine_wall elevates on +1 ? It stays at zero.
I tried various things, thought maybe its my layout not satisfies it, but even if it surrounded by mine_floor (on +1), the walls are still at zero.
Re: Ask a simple question, get a simple answer
Posted: Sun Mar 03, 2019 12:44 am
by Killcannon
Another question from me. Any reason why this custom item isn't showing up in the editor. I've placed it in my items.lua with other custom items that do show up; and even tried putting it in the \items\maces.lua that has the default items in the game. Yet it shows up with neither. Any thoughts?
Code: Select all
defineObject{
name = "Life_Scepter",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/maul.fbx",
},
{
class = "Item",
uiName = "Scepter of Life",
description = "An ornate metal hammer, its weight and balance make it too clumsy to use. Perhaps you can find another user for it.",
gfxIndex = 403,
gfxIndexPowerAttack = 424,
impactSound = "impact_blunt",
weight = 6.0,
traits = { "heavy_weapon", "two_handed", "mace", "epic" },
},
{
class = "MeleeAttack",
attackPower = 2,
pierce = 0,
cooldown = 20,
swipe = "vertical",
attackSound = "swipe_heavy",
requirements = { "heavy_weapons", 5 },
powerAttackTemplate = "knockback",
},
},
tags = { "weapon" },
}
Edit: Nevermind I figured out the problem. It wasn't that the item wasn't showing up. It just isn't searchable in the asset browser for some reason. >.>
Re: Ask a simple question, get a simple answer
Posted: Sun Mar 03, 2019 1:07 am
by Zo Kath Ra
Killcannon wrote: ↑Sun Mar 03, 2019 12:44 am
Edit: Nevermind I figured out the problem. It wasn't that the item wasn't showing up. It just isn't searchable in the asset browser for some reason. >.>
Not searchable because item name is capitalized?
Re: Ask a simple question, get a simple answer
Posted: Sun Mar 03, 2019 1:08 am
by Isaac
Lua is case sensitive; it is my guess that you typed 'life' in the search, and didn't find it; but try typing "Life".
*Ah.. too late, you've found it.
NolanDaneworth wrote: ↑Sat Mar 02, 2019 9:38 pm
Why cant mine_wall elevates on +1 ? It stays at zero.
I tried various things, thought maybe its my layout not satisfies it, but even if it surrounded by mine_floor (on +1), the walls are still at zero.
Are you certain that is not the ceiling tile above a lowered floor?
It's tough for me to make out the scene from the image, and I was unable to duplicate this. Perhaps post an example map
(archive file of the project), or some screenshots of the editor panels.
Re: Ask a simple question, get a simple answer
Posted: Sun Mar 03, 2019 1:33 am
by NolanDaneworth
Screenshots will be a bit faster, so i put some light to make it more clear
Floor elevation 1, ceiling 2.
If i increased wall elevation on 2 and ceiling 3, this wall happens, but everything else as it was:
Doesnt matter where it occurs
Re: Ask a simple question, get a simple answer
Posted: Sun Mar 03, 2019 2:41 am
by Isaac
Have you changed the elevation of the mine_wall asset to match the floor elevation?
(This is not automatic, the mine_wall is not an inventory item that falls to the level of the floor; everything else defaults to zero elevation.)
*If you are using quite a lot of these walls, then it is possible to automate their elevation placement via script.
IE. something like this:
Code: Select all
function adjustElevation(objectName)
if type(objectName) == "string" then
for obj in self.go.map:allEntities() do
if obj.name == objectName then
local loc = {obj:getPosition()}
loc[4] = obj.map:getElevation(obj.x, obj.y)
loc[5] = obj.level
obj:setPosition(unpack(loc))
end
end
end
end
adjustElevation("mine_wall_01")
But bear in mind that this [indiscriminate] function will adjust the elevation of any mine_wall that it finds, even ones that were deliberately set.
Re: Ask a simple question, get a simple answer
Posted: Sun Mar 03, 2019 3:32 am
by Killcannon
It looks like to me that he has the elevation of his 'default' walls set to 0, 3 Where the elevation of the surrounding floor is set to 2, 3 in the tiles layer. Which could cause the issue we're seeing as that specific mine wall model doesn't tile upwards endlessly that I've seen. At the same time, I've not messed with the mines tile set recently. To be fair, this would be far easier with the dungeon editor file so we could sit down, load it and look at it.
Re: Ask a simple question, get a simple answer
Posted: Sun Mar 03, 2019 3:54 am
by Pompidom
I have asked some pretty stupid questions myself in this topic when I look back. And I'm amazed that people still were giving me the answers being helpful and stuff. But even I understood the entire elevation/tileset mystery from the very first day without asking for help. At this point I think it is better that we simply point him to the proper links so he can learn/understand the basic fundamentals on his own.
We can start answering his questions back when he is uptodate with the basic essentials of the LoG2 editor.
by letting him go through the basic youtube tutorials:
viewtopic.php?f=22&t=7055
viewtopic.php?f=22&t=7972
This should be mandatory.
If you're unable to grasp the basic essential fundamentals of elevations after fiddling around in this editor for a week, then it's time to set a step back and make him go through all the tutorials first.
And let him figure it out on his own until he grasps the fundamentals.
First learn to crawl before you can walk.