
Any relevant answer just adds to the knowledge base, and detracts nothing. It's large enough now that I doubt any would read it contiguously, when they can do an automated search of the thread for key terms.
who asked for this postPompidom wrote: ↑Sun Mar 03, 2019 4:30 am Yeah, you're right, I should have rephrased it better. But it would be beneficial if we can make him watch the basic dungeon editor youtube tutorials first so he also understands our answers better.
And I do think there is a distinct difference between basic editor knowledge and lua scripting.
The scripts provided here by many people helped me understand that I will never grasp the fundamentals of coding no matter how many times I'm linked to basic coding/scripting tutorials. Well maybe a little bit, It's not that I'm not interested in it or haven't tried. It's just that I'm simply too dumb to understand and master it even at a basic level. I understand it just enough so I can make changes to them myself to better suit my need, but that's about it.
So I hope you understand why I need help with lua scripting.
Eventually you can make an enjoyable mod just fine without grasping the fundamentals of lua scripting/coding.
But you can't really make a mod without grasping the basic fundamentals of the editor.
The same goes for custom assets, if you have never created something in your life or never used blender/photoshop and apps like that. I don't really see the need to invest a big amount of your time in learning from scratch how to create new assets. Many talented modders have given enough custom assets combined which exceeds the memory allocation of LoG2 and are much more talented in it, so you might as well use their public creations.
The time/effort/result ratios are simply not in balance.
By simply understanding and using the basic editor together with the available default and custom assets you can create pretty fancy stuff with simple commands like setWorldPosition or setRotationAngles etc... without the need and knowledge of lua scripting or the knowledge of creating artwork/assets using stuff like Blender.
Skugga made a lot of effort for these basic editor tutorials. And they will be really helpful in this case![]()
Thank you for vaguely saying, that im wasting everyone's time, i got you. Thing is - i've watched all 13 videos, and №2 doesnt answer to my problem.Pompidom wrote: ↑Sun Mar 03, 2019 4:07 am Yes, He can ask away offcourse but in this case it's pretty clear that he is much better off watching and reading the basic tutorials first.
Something about a story about feeding a man a fish and learning how to fish and Jebus or something.
I believe he's much better off until he has gone through these tutorials and thus posting these links might help him in a more efficient way
The whole elevation/tile layer is explained in part 2 of these tutorial videos.
I can't answer your question, but you can look at how it was done in the original LoG2 campaign:NolanDaneworth wrote: ↑Sun Mar 03, 2019 9:51 am Now, back to the question. I didnt use mine_wall_xxx as object asset, i was only using mine_wall as tiles.
Whenever i draw mine_wall tile with set elevation to match mine_floor - it just stays at zero (also same applies to mine_wall_crystal). And Tiles dont have RMB properties where u adjust height, like objects you place around (im not that stupid, to make eleavtions and not match objects to set level).
Well, it seems im either have to use wall objects or just lower whole level to zero ground.
Actually funny, cuz in origina LOG2 crystal cave levels made at 0 elevation. Perhaps it is limitation of mine/beach/forest walls.Zo Kath Ra wrote: ↑Sun Mar 03, 2019 10:40 am I can't answer your question, but you can look at how it was done in the original LoG2 campaign:
viewtopic.php?p=84913#p84913
using "Tile Picker LMB" (default: , ) and "Tile Picker RMB" (default: . )
Maybe that will give some clues about how you're "supposed" to use the mine tilesets.
edit:
@NolanDaneworth
In Firefox 65.0.1., your images show up for me as the text "Image".
I have to left-click them and choose "Show Image".
Isaac's images display directly.
Maybe your image host has some kind of hotlinking protection.
May I remove the "img" tags from your image links?