Ask a simple question, get a simple answer

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: Ask a simple question, get a simple answer

Post by Duncan1246 »

Hi there,
I want to do multiple wall button, using Lark's script, with one rune on each button. I opened Blender, thinking that modifying "wall_button" in erasing central button on it then applying dds image of a rune as texture could be the solution. But with Blender I feels that I have two left hands and I can't hope to do that myself. So... I think that some modders here can build that quickly, or at least give me some tips to try to do it myself. Any help?
DDS images for example:https://www.dropbox.com/s/8vjztke2erqf8 ... s.zip?dl=0 (thanks to Isaac)
Duncan
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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Slade
Posts: 45
Joined: Tue Oct 21, 2014 6:31 pm

Re: Ask a simple question, get a simple answer

Post by Slade »

Hello, just thought how to put items to tables/altars etc?
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: Ask a simple question, get a simple answer

Post by Duncan1246 »

Slade wrote:Hello, just thought how to put items to tables/altars etc?
Hello Slade,
First, in the right window of the editor, when you select the altar, you see "Items": clic on the cross then tape the name of the item(s) you want to add, it's all.
In a dynamic way, in a script, you have to write: IDofyouraltar.surface:addItem(spawn("nameofyouritem").item)
Duncan
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
User avatar
Slade
Posts: 45
Joined: Tue Oct 21, 2014 6:31 pm

Re: Ask a simple question, get a simple answer

Post by Slade »

Yeah thanks, but mainly i wanted to put items on urban table asset,there aint that +items thing. is that possible/how i should script that? My scripting skill = 0
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: Ask a simple question, get a simple answer

Post by Duncan1246 »

Slade wrote:Yeah thanks, but mainly i wanted to put items on urban table asset,there aint that +items thing. is that possible/how i should script that? My scripting skill = 0
Germanny or Phitts have made tables with a Surface component, so it"s altar like. If you have some other asset (your own?) that you want to use, it's necessary to define it like this:
SpoilerShow

Code: Select all

defineObject{
	name = "ph_table",
	baseObject = "base_altar",
	tags = { "ph_cosy_dungeon" },
	components = {
	{
	class = "Model",
	model = "mod_assets/cosy_dungeon/Table.fbx",
	staticShadow = true,
	},
	}
	}
If your object isn't like this, it's possible anyway to add a Surfacecomponent to it, like this:
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Code: Select all

cloneObject{
	name = "beacon_water_adhoc",
	baseObject = "beacon_water",
	components = {
			{
			class = "Clickable",
			offset = vec(0, 0.8, 0),
			size = vec(2.9, 0.8*2, 2.9),
			maxDistance = 1,
			-- debugDraw = true,
			},
			{
			class = "Surface",
			offset = vec(0, 0.8, 0),
			size = vec(2.7, 2.7),
			-- debugDraw = true,
			},
		    },
A beacon isn't an altar, but in adding the Surfacecomponent it acts as an altar...
But why not using a table asset already "altar-like"??
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
User avatar
Slade
Posts: 45
Joined: Tue Oct 21, 2014 6:31 pm

Re: Ask a simple question, get a simple answer

Post by Slade »

Thanks Duncan! I'm using sx_town assets and there is one table with altar specs but the table I use is sx_town_table_02 and its defined as "door". Is it possible to make act like an altar? or its just different model or smthing? And can you arrange items somehow? they all goes to same stack if i put like 4 items.

Edit. I added "baseObject = "altar" to that table and it works now. But that arrange thing is next problem :P Maybe you can change item spawning point or something?
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Ask a simple question, get a simple answer

Post by minmay »

Just FYI, the Grimrock 2 conversion of sx_town is totally broken and basically unusable. If anyone wants to use it I strongly recommend they convert it themselves from scratch.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Ask a simple question, get a simple answer

Post by Azel »

minmay wrote:Just FYI, the Grimrock 2 conversion of sx_town is totally broken and basically unusable. If anyone wants to use it I strongly recommend they convert it themselves from scratch.
What??! I am using some to create the walkways of my Channelwood map, specifically:
sx_town_floor_inside
sx_town_wall_indoor_old
sx_town_wall_indoor_old_lev2
sx_wood_pillar_old

What makes them totally broken and unusable? :evil:
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Ask a simple question, get a simple answer

Post by minmay »

Almost every needed component that is not a model either doesn't work properly, or is completely missing (and lots of the ModelComponents are broken too). Even the obstacles don't work! I have looked at all the LoG1 tileset conversions in that thread and they are 100% shit. It's pretty disgusting that people are trying to pass them off as finished when they did almost none of the necessary work. I would never use any of these conversions in any mod, and if I see a mod using them it tells me that the author does not care that their mod is even playable and should get a score of 0.

sx_town_floor_inside is broken because its ModelComponent does not have staticShadow set, the separate model is probably unnecessary too. The other three you posted are three of the very few objects that actually look okay but I haven't checked these in detail (converting the sets again from scratch would be much faster than fixing the absolute travesties that those conversions are).
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
User avatar
Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: Ask a simple question, get a simple answer

Post by Duncan1246 »

minmay wrote:Almost every needed component that is not a model either doesn't work properly, or is completely missing (and lots of the ModelComponents are broken too). Even the obstacles don't work! I have looked at all the LoG1 tileset conversions in that thread and they are 100% shit. It's pretty disgusting that people are trying to pass them off as finished when they did almost none of the necessary work. I would never use any of these conversions in any mod, and if I see a mod using them it tells me that the author does not care that their mod is even playable and should get a score of 0.

sx_town_floor_inside is broken because its ModelComponent does not have staticShadow set, the separate model is probably unnecessary too. The other three you posted are three of the very few objects that actually look okay but I haven't checked these in detail (converting the sets again from scratch would be much faster than fixing the absolute travesties that those conversions are).
Hi, Minmay,
Unfortunately, I have already used these assets in my mod, thinking that they are well converted to LOG2. I have for the moment no solution to replace them by another tile set and it will be a lot of work. Could you precise in what consists the issues: graphic, memory, crash...?
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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