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Re: Wagtunes' Modding Questions

Posted: Wed May 12, 2021 8:53 pm
by wagtunes
Okay, I have a sticky wicket here and I don't know how to fix it.

It's a simple enough action that I didn't even need a script for it. Party walks into a corner. On the right side is an alcove with a key. On the left side is a lever. The key is unimportant as far as making the action work. All the party has to do is pull the lever and a teleporter, which is invisible, teleports them to another location. No problem.

The problem is this.

That key comes into play down the road. So eventually, if they don't take it (maybe they missed seeing the alcove) they need to come back to get it. But if they walk back into that little corner, the teleporter is still active. So once they enter, they get teleported back to the other location before they can even try to get the key.

So, how can I deactivate that teleporter after it's been activated and after the party has been teleported? I tried added another action to the lever to deactivate the teleporter after activating it but that makes it so that the party never teleports at all.

If I create a script that the lever calls after activating it to deactivate the teleporter in the script, will that work or will it have the same effect of what I did with adding connectors? If it has the same effect, then I'm going to assume I'm going to need some kind of timer to wait several seconds before turning off that teleporter.

Any ideas?

The reason I'm asking is because in order to even get to this point, I have to go through a lot of dungeon area. The alcove and lever aren't revealed until other things happen. The process itself to get to this point is quite complex. So if what I try doesn't work, I then have to go through the whole process again, something which I'd like to avoid if possible. So if someone knows a definitive solution (I'm sure I'll figure it out eventually) that would be really helpful.

Thanks.

Re: Wagtunes' Modding Questions

Posted: Wed May 12, 2021 9:02 pm
by Isaac
Pressure plate on the tile.

*Specifically a pressure_plate_hidden object. Set to silent, on deactivate, and triggered only by the party.

Connect the plate to the teleporter, and the plate will trigger its connection after they leave via teleport; deactivating the teleporter.

Re: Wagtunes' Modding Questions

Posted: Wed May 12, 2021 9:11 pm
by wagtunes
Isaac wrote: Wed May 12, 2021 9:02 pm Pressure plate on the tile.

*Specifically a pressure_plate_hidden object. Set to silent, on deactivate, and triggered only by the party.

Connect the plate to the teleporter, and the plate will trigger its connection after the leave via teleport; deactivating the teleporter.
Ah, of course. Thanks. Yeah, I tried the script but it didn't work. It ran the deactivate script before it ran the activate connection so when I returned, the teleporter was still on.

Thank you much.

Re: Wagtunes' Modding Questions

Posted: Mon May 17, 2021 9:09 pm
by wagtunes
Okay, I'm stumped. I've been getting pretty good at making models but this one has me baffled. I created the model in Blender (a simple ring), assigned one texture to it, brought it into Grimrock Model Toolkit, adjusted all the points so that it sits flat on the floor and assigned a texture to it. Actually, I tried assigning numerous textures to it.

None of the, work. No matter what I do, the ring as it lays on the floor is white, even though in Grimrock Model Toolkit it takes on color depending on what texture I use.

This is not the first model I've done and all the other ones take on the texture of the png file I assign to it. But this one, nothing works.

What could possibly be causing this?

Re: Wagtunes' Modding Questions

Posted: Mon May 17, 2021 9:38 pm
by Isaac
Have you checked the model's UV for problems?

Also, in Blender, the material name(s) must match the defined Grimrock materials. The material name is what gets exported; it doesn't even have to display in Blender, so long as the material is assigned, and is named correctly, that is the material name that the game uses. It is possible to export finished models from Blender; no need for the GMT, though either method works.

*Of course, you could upload and post, or PM the model.

Re: Wagtunes' Modding Questions

Posted: Mon May 17, 2021 9:54 pm
by wagtunes
Isaac wrote: Mon May 17, 2021 9:38 pm Have you checked the model's UV for problems?

Also, in Blender, the material name(s) must match the defined Grimrock materials. The material name is what gets exported; it doesn't even have to display in Blender, so long as the material is assigned, and is named correctly, that is the material name that the game uses. It is possible to export finished models from Blender; no need for the GMT, though either method works.

*Of course, you could upload and post, or PM the model.
I used the default name. material.001. I don't bother naming them. Not much point for my purposes. When I render in Blender, the color shows fine.

Obviously, I'm doing something wrong but have no idea what. My other models show the material in the game. This is the only one that doesn't.

Re: Wagtunes' Modding Questions

Posted: Mon May 17, 2021 9:59 pm
by wagtunes
Here's a screen print. This is my attempt to use one of the built in textures just to see if something works. As you can see, nice and dark. Doesn't matter. It's pure white in the game.

Image

Re: Wagtunes' Modding Questions

Posted: Mon May 17, 2021 10:08 pm
by wagtunes
Could the problem be that I'm using Blender 2.92.0?

Re: Wagtunes' Modding Questions

Posted: Mon May 17, 2021 11:56 pm
by Isaac
wagtunes wrote: Mon May 17, 2021 9:54 pmI don't bother naming them. Not much point for my purposes. When I render in Blender, the color shows fine.
Blender has more than one way to apply images to models, but the exporter pluggin exports the material names; textures are ignored.
Obviously, I'm doing something wrong but have no idea what.
If you do not name the materials, then the game engine does not have a material name to display on the model; unless by chance your mod has defined materials like "material.001". The default is white.

__________

Your screenshot shows the material segment is assigned "iron_portcullis"; the dark red might just be the red color that GMT uses to indicate a selected node.

__________

Does your model have a UV?

Re: Wagtunes' Modding Questions

Posted: Tue May 18, 2021 1:41 am
by wagtunes
I give up

Here is a screen print of my updated render. I made 3 different textures (material.001 through 3)

Image

I then brought it into the model toolkit and set the 3 materials and it's still white in the game.

Then I did it again and didn't change the orientation, meaning the ring is now standing, which obviously looks stupid. Yet, when I save inside model toolkit, in the game it's flat on its back. It's like the original ring isn't being overwritten even though the time stamp says it has.

When I go into edit mode in Blender, it has a mesh wire running through it. I assume that means it has a UV. I don't know. I really don't understand Blender at all. Maybe it's because of the type of object I chose to begin with. I chose the UV ring or whatever it's called. It's the first time I've ever tried to work with this object type. Prior, I've only worked with cubes and spheres. Maybe that's the problem. I don't know.

All I know is I have no idea what's wrong and don't even know where to begin go fix it.