Search found 9 matches

by philippe.martin
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...
by philippe.martin
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...
by philippe.martin
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...
by philippe.martin
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...
by philippe.martin
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...
by philippe.martin
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...
by philippe.martin
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

minmay wrote:
philippe.martin wrote:For one of my puzzle I'd like to test wether my party has turned using the onTurn Party hook.
You need to be careful about this because players can also turn using free-look, which does not call the onTurn hook.
Right ! Again thank you for the tips !

Is there a way to catch party free-look ?
by philippe.martin
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 !
by philippe.martin
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 ...