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Re: Modding a love hate relationship

Posted: Fri Nov 30, 2012 3:09 pm
by ExpDevourer
Neikun wrote:I think invisible teleporters make no sound.
The checkbox for silent means it doesn't make a sound when something steps in it and gets teleported.
Ahhh gotcha, bleh well I didn't mind it making noise to let people know they was :arrow: being teleported. Ahh well, I guess I'll just have to let people know to turn up the music on the level to get the full effect of it :)

Re: Modding a love hate relationship

Posted: Fri Nov 30, 2012 3:35 pm
by Sutekh
I think you might be able to create a silent teleporter by using an invisible teleporter, and then placing a light source with the teleporter's particle effect in the same square?

Re: Modding a love hate relationship

Posted: Fri Nov 30, 2012 4:57 pm
by ExpDevourer
Sutekh wrote:I think you might be able to create a silent teleporter by using an invisible teleporter, and then placing a light source with the teleporter's particle effect in the same square?
:idea: Good idea, I'll try that soon as I get the ceilings, pillars, and floors squared away.

On another note, I tried to duplicate the process that was used to finally achieve the right results for the walls, and no errors appeared so I assumed it worked, but nothing happened.

defineMaterial{
name = "brick_pillar_dif",
diffuseMap = "mod_assets/textures/dungeon_pillarSIG.tga",
specularMap = "assets/textures/env/brickwall_stone_root_spec.tga",
normalMap = "assets/textures/env/brickwall_stone_root_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 15,
depthBias = 0,
}

That is the script I used, I couldn't find any errors, but then again, I'm terrible with scripts too. :mrgreen:

Re: Modding a love hate relationship

Posted: Fri Nov 30, 2012 6:07 pm
by Isaac
ExpDevourer wrote:...
For this to work, the name has to be '"brick_pillar01"'.
*Or, the pillar model would have to be edited; one or the other.

Re: Modding a love hate relationship

Posted: Sat Dec 01, 2012 2:45 am
by Neikun
Isaac wrote:
ExpDevourer wrote:...
For this to work, the name has to be '"brick_pillar01"'.
*Or, the pillar model would have to be edited; one or the other.
I personally like to make new models and material definitions.

Re: Modding a love hate relationship

Posted: Sat Dec 01, 2012 3:25 am
by Isaac
Neikun wrote:
Isaac wrote:
ExpDevourer wrote:...
For this to work, the name has to be '"brick_pillar01"'.
*Or, the pillar model would have to be edited; one or the other.
I personally like to make new models and material definitions.
I do that too; but usually just when I need both textured versions to exist the dungeon. ;)

**Also: in this case I thought it the simplest option to suggest.

Re: Modding a love hate relationship

Posted: Mon Dec 03, 2012 11:01 pm
by ExpDevourer
Neikun wrote:
Isaac wrote:
ExpDevourer wrote:...
For this to work, the name has to be '"brick_pillar01"'.
*Or, the pillar model would have to be edited; one or the other.
I personally like to make new models and material definitions.
brick_pillar01 then? Ok I'll give that a try, so it would be the same if I tried to do the ceiling later too then?

Neikan here later on I was going to make a distinct looking set of walls, for caves and for ancient ruins, door color etc, possible design, but atm I haven't figured out how to draw with these editors or color with them, so far Paint is the only thing that has made remote sense to me, may just have to look up a manual for those. Too many archaic terms I have never heard of before. :geek:

P.S. You all wasn't lying about Blender being one massive w.t.frak? I took one look at all that and said....ehhh I'll get to this later..lol . :P Also your tip worked Isaac it looks great now, thanx :)

Re: Modding a love hate relationship

Posted: Tue Dec 04, 2012 6:47 am
by Isaac
ExpDevourer wrote:...
Here is the list of [most] predefined materials; you can also find them in the asset pack. These are the material definitions. You can redefine any of them by copy/pasting the entries (as needed) to your mod's material.lua file; typically you need only change the "diffusemap" to point to your custom replacement texture.

The default dungion ceiling material is listed here; it is "brick_ceiling01".

Re: Modding a love hate relationship

Posted: Tue Dec 04, 2012 7:44 am
by ExpDevourer
Thanks it is coming a long quite nicely, due to all the pointers, now with me doing the textures this way, will it cause a problem for the other floors? Because they will be different colors, this is just for this floor. Also I figured out a few things with paint, so that program is pretty much solid, and Gimp is making a bit more sense now. I am not even touching the model editor or Blender yet, that is a lot to take in at the moment. I will get to it though, I'll have to read some manuals or take a tutorial for those.

8-)

Re: Modding a love hate relationship

Posted: Tue Dec 04, 2012 12:03 pm
by Isaac
ExpDevourer wrote:Thanks it is coming a long quite nicely, due to all the pointers, now with me doing the textures this way, will it cause a problem for the other floors? Because they will be different colors, this is just for this floor. Also I figured out a few things with paint, so that program is pretty much solid, and Gimp is making a bit more sense now. I am not even touching the model editor or Blender yet, that is a lot to take in at the moment. I will get to it though, I'll have to read some manuals or take a tutorial for those.

8-)
The Prison and Temple maps don't use the Dungeon map walls and textures. Redefining the dungeon textures will use the new ones instead of the defaults ~on every level that uses the Dungeon wallset.

If you want to, you can use your modified models and materials to define an entirely custom wallset (in wall_sets.lua), and it will be an option in the editor to use it on any floor you wish.

Look at the predefined wallsets for an example.
http://www.grimrock.net/modding/predefined-wall-sets/
http://www.grimrock.net/modding/asset-d ... reference/ (See Wallsets)