Page 1 of 1
LoG asset and script editor?
Posted: Sun Oct 14, 2012 7:38 pm
by Kinnu
Is the thought of an official LoG asset/item/script editor a completely insane thought?
It would be nice to have a tool for all that stuff for those (including me) who are more or less incompetent at 3d modelling and scripting.
Re: LoG asset and script editor?
Posted: Sun Oct 14, 2012 7:50 pm
by Neikun
There's John Wordsworth's WIP Grimrock Model Toolkit.
viewtopic.php?f=14&t=3325
Wallasaurus is working on something.. something to do with animating I think?
viewtopic.php?f=14&t=3655
As for script editing, it's something to learn. The easiest way to do it is to take existing script (You can find in the asset pack) and copy it into your own dungeon script files. Change certain values on string lines and see what changes. It's actually quite fun once you start to understand what you're doing.
Re: LoG asset and script editor?
Posted: Sun Oct 14, 2012 8:06 pm
by Kinnu
Neikun wrote:There's John Wordsworth's WIP Grimrock Model Toolkit.
viewtopic.php?f=14&t=3325
Wallasaurus is working on something.. something to do with animating I think?
viewtopic.php?f=14&t=3655
As for script editing, it's something to learn. The easiest way to do it is to take existing script (You can find in the asset pack) and copy it into your own dungeon script files. Change certain values on string lines and see what changes. It's actually quite fun once you start to understand what you're doing.
Good to know that some community made tools are coming along to help modding.
ps.
I have been trying to do some scripting in the last few days but it allways ends up all weird and not working like it should.
Are there any certain things that I could try to script (as a tutorial of sorts) before moving to the more complex stuff?
Re: LoG asset and script editor?
Posted: Sun Oct 14, 2012 8:18 pm
by Komag
I would suggest replicating many or most of the "Basic Scripts" from this page:
viewtopic.php?f=14&t=3099
work them into a test/learning dungeon, and change certain aspects of them here and there so you get a feel for the flexibility and how it all works
Re: LoG asset and script editor?
Posted: Sun Oct 14, 2012 8:20 pm
by Neikun
Kinnu wrote:Neikun wrote:There's John Wordsworth's WIP Grimrock Model Toolkit.
viewtopic.php?f=14&t=3325
Wallasaurus is working on something.. something to do with animating I think?
viewtopic.php?f=14&t=3655
As for script editing, it's something to learn. The easiest way to do it is to take existing script (You can find in the asset pack) and copy it into your own dungeon script files. Change certain values on string lines and see what changes. It's actually quite fun once you start to understand what you're doing.
Good to know that some community made tools are coming along to help modding.
ps.
I have been trying to do some scripting in the last few days but it allways ends up all weird and not working like it should.
Are there any certain things that I could try to script (as a tutorial of sorts) before moving to the more complex stuff?
Komag made some tutorials for new users that you should definitely check out.
viewtopic.php?f=14&t=3303
A lot of good things have been covered in the EDITING SUPER THREAD as well.
viewtopic.php?f=14&t=3240
Re: LoG asset and script editor?
Posted: Mon Oct 15, 2012 3:49 pm
by Kinnu
Thanks for the replies.
For the next few days im going to practice scripting like crazy
Re: LoG asset and script editor?
Posted: Mon Oct 15, 2012 11:30 pm
by JohnWordsworth
Haha, you've given me another cool idea for a tool, not that I will likely get the time as I think the Model Toolkit could be one of those projects that grows and grows for a while with new features.
Still, what would be relatively easy but very cool would be a simple WinForms application that gives you a full GUI for editing Object definitions in Lua files. You could have drop downs for the 'must be one of X, Y or Z' type parameters and when you clone an object it could put the original values in grey until you overwrite them.
V2 could have wizards for adding new times by going through X steps. Obviously, it could also validate file paths etc so you know if things will work before you get them into the Dungeon Editor and hit Ctrl+R...
Hmmm... Food for thought there!
Re: LoG asset and script editor?
Posted: Mon Oct 15, 2012 11:36 pm
by Komag
Holy Heck Yes, we must have such a tool!!!