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LoG1 tilesets???
Posted: Tue Nov 18, 2014 11:00 pm
by Prozail
I'm just curious if anyone has started translating any of the LoG1 tilesets to Log2, like the dark_elf_temple, dark_temple, deep_dungeon, deep_temple, frozen_temple, high_temple, northern_dungeon?
Otherwise i might have a go at one or two of them, but not if someone already started...
Re: LoG1 tilesets???
Posted: Tue Nov 18, 2014 11:05 pm
by Doridion
Already occupied to study all objects definitions systems to make a real efficient full tileset ( not only the walls, floors and ceilings ). Actually, I've hardcoded more than 85% of original elements ( not based on object ), so I think than if a team can be ready to work, it could be done less than 1-2 weeks.
Re: LoG1 tilesets???
Posted: Tue Nov 18, 2014 11:08 pm
by Oxijyn
If I knew how to do such things, I'd start work on that. I was just thinking this morning that I'd love to have access to some of those tilesets for my current project.
Re: LoG1 tilesets???
Posted: Wed Nov 19, 2014 7:26 am
by Eleven Warrior
Yep imam working on it as we speak will take time though because I really need the Assets Pack to figure some things out eg: Particle system and how they work
Re: LoG1 tilesets???
Posted: Wed Nov 19, 2014 8:43 am
by Eleven Warrior
Hi I am having some problems with the Frozen Alcove and Altar. I don't know how to add pictures to this site, so ill give you the Drop Box link to the Pics and code.
the file is called: Frozen_Temple_Problem.zip
Drop Link:
https://www.dropbox.com/sh/tx8r8dwlz9ibfj8/ppISEmYxel
Is there a way to upload pictures to this site via dropbox? It would make it easier that my way lol. Thxs. If you look at the pictures you will see the problems I am having, if anyone could help on this then I can continue porting the Frozen Temple Set. oh and it was done origanly by: Daniv
Re: LoG1 tilesets???
Posted: Wed Nov 19, 2014 8:56 am
by NutJob
Eleven Warrior wrote:Hi I am having some problems with the Frozen Alcove and Altar.
Re: LoG1 tilesets???
Posted: Wed Nov 19, 2014 9:00 am
by Prozail
I've pretty much reworked the whole dark_elf_temple pack (by Daniv).. Just need to sort a few things out and repackage it nicely, then i'll post it. So no need to start converting that one.
I'll have a look at your problems.. The altar is one of the things i have issues with still on the dark_elf set (I get no base atm.)
Re: LoG1 tilesets???
Posted: Wed Nov 19, 2014 10:06 am
by Eleven Warrior
I prozil I am having problem with Pillar placement in the tile set, here is the code atm: I cant seem to get the pillar onto the wall, it does on some and then there are random pillars in the room as well. To be honest I stil don't know what the numbers mean either eg: "frozen_temple_wall", 30, I assume there percentages of tiles.
All I need to do is get the pillar onto the wall, man I can do this LOG 1 easy as.... lol Thxs man. So let me know if you figure out the prob with Altar and Alcove
Code: Select all
--- Frozen_Temple_Tile_Set ---
defineTile{
name = "frozen_temple_wall",
editorIcon = 196,
color = {110,130,110,255},
solid = true,
builder = "dungeon",
wall = {
"frozen_temple_wall", 30,
"frozen_temple_wall_drainage", 1,
},
automapTile = rocky_wall,
}
defineTile{
name = "frozen_temple_floor",
editorIcon = 192,
color = {110,130,110,255},
solid = false,
builder = "dungeon",
ceiling = {
"frozen_temple_ceiling", 100, --50
},
wall = {
"frozen_temple_wall", 30,
"frozen_temple_wall_drainage", 1,
},
pillar = {
"frozen_temple_pillar", 1, --- Is this incorrect ???? ----
},
floor = {
"frozen_temple_floor_01", 100,
--"frozen_temple_floor_02", 50,
},
ceilingEdgeVariations = false,
automapTile = rocky_wall,
}
Re: LoG1 tilesets???
Posted: Wed Nov 19, 2014 10:16 am
by Prozail
the definition seems alright, you prob have to offset the pillar in it's own object. (At work now so i can't check atm)
also, the probabilities are like this: (copy pasted from the script reference)
Code: Select all
For example, the following would generate a wall drain approximately every 50th generated wall:
wall = {
"dungeon_wall_01", 50,
"dungeon_wall_drain", 1,
}
so if you only have one line, the number makes no difference, as it's total will still be 100%.
Edit: AHH just saw something! Put the pillar-segment in the wall-tile-definition, not sure if it has any effect in the floor-tile.. then the walls will generate pillars aswell.
Re: LoG1 tilesets???
Posted: Wed Nov 19, 2014 10:30 am
by Drakkan
just want thank you guys for converting these popular assets, looking forward to see it done !