Search found 9 matches
- Sun Jul 12, 2015 11:06 am
- Forum: Mod Creation
- Topic: LoG1 Like modd is out
- Replies: 7
- Views: 7241
Re: LoG1 Like modd is out
A warm thank you for all your remarks and advice. Of course the intention beside this mod was certainly not to disturb the sales process nor to break a market on the contrary ! Reading the "Modding and Asset Usage Terms" I though it could be feasible without hurting AH sales. You cannot im...
- Wed Jul 08, 2015 10:38 am
- Forum: Mod Creation
- Topic: LoG1 Like modd is out
- Replies: 7
- Views: 7241
LoG1 Like modd is out
Just for fun ! For some who needs to revive the excellent LoG1 scenario, I just post a modd LoG1 [like] on Steam Workshop. Don't expect to have the exact LoG1 or play with the original one ! Of course some items/environmental decor and monsters have been adapted. Especially the final boss Cube has b...
- Thu May 21, 2015 9:25 am
- Forum: Mod Creation
- Topic: Importing LoG1 model having several material
- Replies: 4
- Views: 3918
Re: Importing LoG1 model having several material
Thanks ! Now I undestand my mistake. My Grimrock Model Toolkit was pointing on wrong materials repository. Of course this tool has to point to 'My Dungeon' folder assets. In this folder I have to import all materials I need and 'declare' them into the script 'materials.lua'. From this step I can wea...
- Thu May 21, 2015 8:08 am
- Forum: Mod Creation
- Topic: Importing LoG1 model having several material
- Replies: 4
- Views: 3918
Re: Importing LoG1 model having several material
Grimrock 2 does not include all Grimrock 1 materials. You need to copy them over yourself. A few are in the asset pack, and you can just copy over the definitions from Grimrock 1, for others you'd have to copy over the images too (and convert the normal maps). Thank you for this quick reply. I unde...
- Thu May 21, 2015 12:19 am
- Forum: Mod Creation
- Topic: Importing LoG1 model having several material
- Replies: 4
- Views: 3918
Importing LoG1 model having several material
Good Day, For instance, I would like to import Goromorg statue model from LoG1. I open it with the Grimrock Model Toolkit, all seems to be ok, textures/material seems to be set correctly. Then I save the model into my dungeon. My custom object.lua script contains : defineObject{ name = "dungeon...
- Sat May 16, 2015 12:29 am
- Forum: Mod Creation
- Topic: Trying to write a party onTurn hook
- Replies: 6
- Views: 6099
Re: Trying to write a party onTurn hook
During free-look, you can inspect the party's transformation matrix with party:getWorldRotation() and calculate the camera angle from that. If you only need to catch the actual act of turning, which only occurs once the mouse is actually released, simply check party.facing on every update (easy way...
- Fri May 15, 2015 8:43 pm
- Forum: Mod Creation
- Topic: Trying to write a party onTurn hook
- Replies: 6
- Views: 6099
Re: Trying to write a party onTurn hook
Right ! Again thank you for the tips !minmay wrote:You need to be careful about this because players can also turn using free-look, which does not call the onTurn hook.philippe.martin wrote:For one of my puzzle I'd like to test wether my party has turned using the onTurn Party hook.
Is there a way to catch party free-look ?
- Fri May 15, 2015 4:20 pm
- Forum: Mod Creation
- Topic: Trying to write a party onTurn hook
- Replies: 6
- Views: 6099
Re: Trying to write a party onTurn hook
That does the trick !
A warm thank you to this quick reply !
A warm thank you to this quick reply !
- Fri May 15, 2015 11:14 am
- Forum: Mod Creation
- Topic: Trying to write a party onTurn hook
- Replies: 6
- Views: 6099
Trying to write a party onTurn hook
Hi There, I'm quite new on LoG2 scripting. For one of my puzzle I'd like to test wether my party has turned using the onTurn Party hook. After reading this excellent topic http://www.grimrock.net/forum/viewtopic.php?f=14&t=5803&hilit=+hook , I try doing the same in my LoG2 dungeon editor. I ...