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First stab at custom items
Posted: Sun Oct 07, 2012 6:20 pm
by Majd
Hey all,
I've been tinkering with the GR editor since yesterday, and I must say the devs made an awesome job for modders!
Anyway, I cloned the torch class and made a lantern out of it, you can download the .dat and mod_assets here:
puppeteerinteractive.com/grimrock/Dungeon2.rar
Here's the model in-game ( made in 3ds max with a metal chain texture from the game ):
The model in action, gives a light and slowly burns out:
Took me a bit of time to figure out how the torch icons work, and it turns out they start with gfxindex 130, and as the fuel runs out the graphics move onto gfxindex 131 - 135, while the "torch" runs out of fuel. To get the index right make sure you use a 1024x1024 image.
Hopefully I can make more advanced things later on, thinking of a wallset maybe.
Re: First stab at custom items
Posted: Sun Oct 07, 2012 6:32 pm
by Neikun
Hey thanks.
This looks pretty good.
A note on your username: Did you know that when I was younger, I went by the moniker: MEJD?
Re: First stab at custom items
Posted: Sun Oct 07, 2012 7:11 pm
by Komag
very nice, custom stuff like this is always awesome!
Re: First stab at custom items
Posted: Sun Oct 07, 2012 9:26 pm
by Batty
Maybe it could be hung on the single hook alcove?
I have the feeling there's going to be a ton of custom stuff for this game.
Re: First stab at custom items
Posted: Sun Oct 07, 2012 9:35 pm
by crisman
Are we called to make an alcove just for this lantern??
Anyway good job with that! Also nice icons... The few I made are barely acceptable!
Did you draw tham by 'hand'? Because... seriously, I have no idea how to make a good icon...
Re: First stab at custom items
Posted: Sun Oct 07, 2012 10:24 pm
by Neikun
I did however notice one little over sight. I noticed that you can still attack with it.
While it makes sense to attack with a torch, it doesn't make much sense to be able to attack with a lantern
Re: First stab at custom items
Posted: Mon Oct 08, 2012 4:29 am
by Majd
Thanks for the feedback all, really appreciate it!
Neikun wrote:I did however notice one little over sight. I noticed that you can still attack with it.
While it makes sense to attack with a torch, it doesn't make much sense to be able to attack with a lantern
Have you ever been hit by an iron lantern? I bet it hurts alot more than you think
Anyway, you're right it should be 0 damage. About the name, Majd is my actual name it's in arabic.
@batty: Is it any different than the torch holder object, or is that also considered an alcove for a single item type? I can try to make a custom holder for the lantern, just need to check out how the particles work.
@crisman: I used a render of the lantern model and then edited it a bit in photoshop. Added an outline and several glows for the different burning phases. Here's the PSD with layers and effects:
http://www.puppeteerinteractive.com/gri ... _items.psd
Re: First stab at custom items
Posted: Mon Oct 08, 2012 4:34 am
by Neikun
Haha. I think there is a way to make it not useable as a weapon.
Perhaps just copy the defineObject{ torch
and put in your new lines, and remove the attack power line.
Re: First stab at custom items
Posted: Mon Oct 08, 2012 6:45 pm
by crisman
Thank you, I'll give it a look, and thank you for the tips, I really think they are helpful.
Why I never thought taking a pic of the render? XD