Ask a simple question, get a simple answer
- Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
Re: Ask a simple question, get a simple answer
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
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/?
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
Re: Ask a simple question, get a simple answer
Hello, just thought how to put items to tables/altars etc?
- Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
Re: Ask a simple question, get a simple answer
Hello Slade,Slade wrote:Hello, just thought how to put items to tables/altars etc?
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/?
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
Re: Ask a simple question, get a simple answer
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
- Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
Re: Ask a simple question, get a simple answer
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: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
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,
},
}
}
SpoilerShow
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,
},
},
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/?
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
Re: Ask a simple question, get a simple answer
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 Maybe you can change item spawning point or something?
Edit. I added "baseObject = "altar" to that table and it works now. But that arrange thing is next problem Maybe you can change item spawning point or something?
Re: Ask a simple question, get a simple answer
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Ask a simple question, get a simple answer
What??! I am using some to create the walkways of my Channelwood map, specifically: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.
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?
Re: Ask a simple question, get a simple answer
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).
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
- Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
Re: Ask a simple question, get a simple answer
Hi, Minmay,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).
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/?
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?