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Re: Dungeon Editor Progress

Posted: Fri Jun 29, 2012 8:17 pm
by WaterKnight
A good way to heighten the amount of possibilities without having to edit and ship resources is to include scriptwise modifiers like color tinting factors.

Re: Dungeon Editor Progress

Posted: Fri Jun 29, 2012 10:02 pm
by petri
Leto wrote:
pulpum wrote:I haven't seen anything (I think) about sound in grimrock editor. can we use grimrock's original background music? (not the main theme) or is it possible to import some background music? what can we expect for intro screens (like the beautiful screens in grimrock intro)? can we do some? (or just text maybe...) to present the mod in game?
Good questions! Regarding the sounds, is there anytink like a sound-trigger (step over it and a sound will be played)?
And what about the dream sequences?
Music and sounds should be pretty easy to do as they don't require any special processing for the assets. Cinematics would need some code refactoring to make the system more general purpose. It's more work but doable. Dreams are less likely at this point...

Re: Dungeon Editor Progress

Posted: Fri Jun 29, 2012 10:05 pm
by Darklord
I'd say dream sequences aren't that important for most people's dungeons. I mean how often are you down in a dungeon having a nap when suddenly you are contacted by someone via a dream? ;)

Daniel.

Re: Dungeon Editor Progress

Posted: Fri Jun 29, 2012 10:13 pm
by WaterKnight
Darklord wrote:I'd say dream sequences aren't that important for most people's dungeons. I mean how often are you down in a dungeon having a nap when suddenly you are contacted by someone via a dream? ;)
Every fu**ing time! That's what you get from nourishing from unknown mushrooms and snail flesh only. Well, there could be some simple announcement function, writing centered text on the screen for hints/objectives if you do not want scrolls.

Re: Dungeon Editor Progress

Posted: Fri Jun 29, 2012 10:14 pm
by pulpum
so we can do cinematics or this kind of things in the editor? how can we do it :mrgreen: :idea:

Re: Dungeon Editor Progress

Posted: Fri Jun 29, 2012 10:22 pm
by Billick
WaterKnight wrote:
Darklord wrote:I'd say dream sequences aren't that important for most people's dungeons. I mean how often are you down in a dungeon having a nap when suddenly you are contacted by someone via a dream? ;)
Every fu**ing time! That's what you get from nourishing from unknown mushrooms and snail flesh only. Well, there could be some simple announcement function, writing centered text on the screen for hints/objectives if you do not want scrolls.
Being able to do the centered text like the
SpoilerShow
final boss
does would be a neato burrito feature. Because the snail king should be able to taunt you while you're fighting him.

Re: Dungeon Editor Progress

Posted: Fri Jun 29, 2012 10:35 pm
by Isaac
antti wrote:The current rules were made with reverse engineering -style modding in mind and to limit people from spreading our source code around and such. And those rules are likely to stay in place regarding reverse engineering in the future too but since modding and level editing "the official way" will be technically a little different, we can probably apply different rules there.

We'll take a closer look at the guidelines and terms of use closer to the editor's release and I don't think there's any reason to panic yet: we simply haven't just gotten the chance to think the issue through yet. :)
It might be nice if it were possible to have the game use loose (or more recent) files in an 'override' folder if they are present. In theory a mod could include just a replacement texture for an official model... Blue snails and red Ogres and such. But I think the current rules would prevent even an altered color palette because AH made the original artwork. A user would have to draw their own from scratch ~and still match the UV layout; reinventing the wheel; making re-texturing an onerous task.

An [impractical?] alternative that would not break the rule is an overlay texture that includes only the changes to the original art. Users could draw over the original art to create a "patch" texture a like this: >> http://i271.photobucket.com/albums/jj12 ... verlay.jpg
Image

*(Obviously I cannot distribute the Ice_lizard_dif DDS to show how it looks, but if you paste this image over the Ice_lizard texture in Photoshop, and set the layer to Overlay, you can see the effect; and it works).

If the user could distribute just that with their mods, and have it affect the original texture... that could be a win/win solution for all.
If it could be made to work that is; but how? Either the textures could be combined from both originals before the game begins (like some sort of [automated] mod-prep phase when installing the mod), or the engine could patch the original texture in ram when the game loads. I don't know.

** Here is someone's interesting post about an overlay algorithm. >> http://www.gamedev.net/blog/862/entry-2 ... g-overlay/

****EDIT:
What if the mod package installer were to allow the user to flag some textures as Patch files, and the installer automatically extracted the (named) original texture and wrote (to disk) the result of the two textures combined? (If need be... extracted the original mesh and rewrote that to disk with the reference to the new texture in it instead of the old one; Some games hardcode that information into the model.)

Re: Dungeon Editor Progress

Posted: Fri Jun 29, 2012 10:57 pm
by WaterKnight
In wc3, you can overshadow existing files by using the same paths in the import manager of the map file.

Re: Dungeon Editor Progress

Posted: Sat Jun 30, 2012 2:17 am
by raf68
Pétri himself would be really nice is that the player can have it even creates a basic introduction to image that scrolls as the history of grimrock or the player can add text to it own history and that the player can when he wants add music to customize in the game when he wants and also during the intro I think the creators of Dungeon will want to create different stories such a quest is another treasure and descend into the dungeon to kill a boss ex ..................
should be left up to the creator of opportunity to be able to create the dungeon dungeons of their imagination


something else for the extention after grimrock editor dungeon you think it would be better by the end to a rather final boss fight in style with more traditional history that you invent, (for I did not have too like the end of the cube with grimrock destroy that crushes

Re: Dungeon Editor Progress

Posted: Sat Jun 30, 2012 6:29 pm
by Thels
WaterKnight wrote:In wc3, you can overshadow existing files by using the same paths in the import manager of the map file.
It's already somewhat possible to a limited amount. I'm expecting that the dungeon packages will allow us to do the same.

The problem is that Blizzard is quite lenient towards the use of their property for fan stuff, including modding their own games. (They are a big player, they don't have to worry about new users being confused about who's the official releaser.) So for a Blizzard game you can extract a model, modify it, and then pack it in your mod.

You aren't allowed to do that with LoG, since if you extract an original model and modify it, you can't pack it in your mod. Well, you could, and could play it yourself, but you wouldn't be allowed to share it with anyone else.

Isaac's idea sounds interesting, but it would mean the mod would either need to be patched, or LoG would need to combine the files at runtime.