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Re: LoG2 Editor features and modding

Posted: Fri Sep 26, 2014 4:29 pm
by Leki
petri wrote:Oh yeah, it's possible to add/remove traits and skills. The modifiers they add are non-destructive nowadays.
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Re: LoG2 Editor features and modding

Posted: Fri Sep 26, 2014 4:48 pm
by Leki
I found reading of your animation post interesting - keep going that way!
I have only one proposal - too specific monsters, look like mummy attacking with its own hand as weapon is, well thats not the best way how to design monsters - in my opinion.

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Imagine them in party of 2 or 4 or as two monsters in one room - and all of them will attack you by bashing with their own turned off hands. Animation can be different I know but the idea of one handed mummies - you know what I mean. Add some femur in the hand or smth like that it will remove that "wtf - one handed mummy nation" feeling.
I know in some way, this can be cameo of old school design where players fought against some tough enemies and hated their specific look - omg not that headless knight again... omg two of them, omg this castle is full of fcuking headless knights! Where they come from? Aha it's nobleman execution after battle on white mountain easter egg http://en.wikipedia.org/wiki/Battle_of_White_Mountain :P

I hope this mummy is only example or player will face them only as single and very specific and tough enemy, let me say miniboss etc - but in the end you are the dungeon masters :-D

Re: LoG2 Editor features and modding

Posted: Fri Sep 26, 2014 4:51 pm
by Neutronium Dragon
JohnWordsworth wrote:Looks awesome! Appetite most definitely whetted (or just "whet"?).
Go with "whetted" in that context.

Re: LoG2 Editor features and modding

Posted: Fri Sep 26, 2014 4:55 pm
by petri
Leki wrote:I found reading of your animation post interesting - keep going that way!
I have only one proposal - too specific monsters, look like mummy attacking with its own hand as weapon is, well thats not the best way how to design monsters - in my opinion.
Well, we have four different variations of this particular monster so it's not a problem really.

Re: LoG2 Editor features and modding

Posted: Fri Sep 26, 2014 10:23 pm
by minmay
Leki wrote:I see... you know - nowday there is not a simple/safe way to remove, let me say armour skill if you gonna replace fighter with mage.
This is not true. With a little bit of work you can remove all skill bonuses, including armour proficiency, quick strike, et cetera, in Grimrock 1.

Re: LoG2 Editor features and modding

Posted: Sat Sep 27, 2014 1:52 am
by Isaac
petri wrote:
Leki wrote:I found reading of your animation post interesting - keep going that way!
I have only one proposal - too specific monsters, look like mummy attacking with its own hand as weapon is, well thats not the best way how to design monsters - in my opinion.
Well, we have four different variations of this particular monster so it's not a problem really.
The slain mummy should sometimes drop its hand as a lootable club. :twisted:

Re: LoG2 Editor features and modding

Posted: Sat Sep 27, 2014 7:38 am
by Leki
minmay wrote:
Leki wrote:I see... you know - nowday there is not a simple/safe way to remove, let me say armour skill if you gonna replace fighter with mage.
This is not true. With a little bit of work you can remove all skill bonuses, including armour proficiency, quick strike, et cetera, in Grimrock 1.
I know your scrip m8 and it's nice piece of work - some other people wrote similiar solutions - but well, as I said, 300+ lines scrip, external exp counter etc is not a simple way ;)

@ petri - same monster type with various look and animation set - sounds great! :D

Re: LoG2 Editor features and modding

Posted: Wed Oct 01, 2014 10:34 am
by cromcrom
Will there be dialogues in LoG2, and will it be possible to mod dialogues ?
Can't wait for the 15th, and put my greasy little fingers into this babe :-)

Or wet ?

Re: LoG2 Editor features and modding

Posted: Fri Oct 03, 2014 9:55 am
by cromcrom
Will it be possible to dynamically make NPCs / creatures friends/ennemies ?

Re: LoG2 Editor features and modding

Posted: Sat Oct 18, 2014 6:03 am
by Mysterious
Hi guys. Leki I got the model to appear in the Editor thxs to you, but the (textures don't appear on the sarcophagi). I don't know how to get the texures onto it. Here is what I have so far thxs :) I assume I am missing some script to add materials.

Code: Select all

defineObject{
name = "sarcophagus_lidless_2",
components = {
{
class = "Model",
model = "mod_assets/sarcophagi/models/sarcophagus_lidless.fbx",
},

{
class = "Obstacle",
hitSound = "barrel_hit",
hitEffect = "hit_wood",
},

},
placement = "floor",
editorIcon = 120,
}
EDIT: The original textures were the Altar ones from LOG1.