Dungeon Transitions

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sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Re: Dungeon Transitions

Post by sajon »

Isaac wrote:
sajon wrote:Yeah my fist thought was to do a screen shot of the area and just texture a fake model with it, but i had to many transitions to do that. It might work for a portal. sort of like what Isaac said.

I think Portals by design, are to be mysterious; but for a permanent portal. I think, take a screen shot of the area save it as a .dds and texture you portal with it throw some effects on it an you have a working static portal. Do that for both side and you have a 2-way portal. but that is a lot of work if you have 10-20 transitions per level.
You might be able to make one custom portal model, and change (screenshot) materials via script.

I think it would work but very cumbersome process to load the game take screen shot then convert to a mat i could see for few transition but for 10 - 20 lots of work. but should be doable...
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Isaac
Posts: 3188
Joined: Fri Mar 02, 2012 10:02 pm

Re: Dungeon Transitions

Post by Isaac »

sajon wrote:I think it would work but very cumbersome process to load the game take screen shot then convert to a mat i could see for few transition but for 10 - 20 lots of work. but should be doable...
Another alternative would be to make the portal opaque, but interactive [clickable]; and offer the player the option to peer into the portal. Then transition to a custom camera with texture and particle decorations, and the option to step into the portal. One could even play a brief video as a cloudy effect that diminishes to reveal the custom camera.
sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Re: Dungeon Transitions

Post by sajon »

Isaac,

Could you point me to a post on how to implement a custom camera.
I would like to learn how to work with them.

TIA
Sajon
Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: Dungeon Transitions

Post by Grimfan »

This looks highly promising sajon. More ways of transitioning between levels is always welcome. Keep up the good work. :)
minmay
Posts: 2789
Joined: Mon Sep 23, 2013 2:24 am

Re: Dungeon Transitions

Post by minmay »

sajon wrote:Could you point me to a post on how to implement a custom camera.
Step 1. have an object with a CameraComponent.
Step 2. call GameMode.setCamera([object]), where [object] is the id of the object with a CameraComponent.
The camera will then take on the position and rotation of said object.
To return to the default party camera, call GameMode.setCamera(nil).
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Isaac
Posts: 3188
Joined: Fri Mar 02, 2012 10:02 pm

Re: Dungeon Transitions

Post by Isaac »

sajon wrote:Isaac,

Could you point me to a post on how to implement a custom camera.
I would like to learn how to work with them.

TIA
Sajon
There is also a very impressive camera demo found here: viewtopic.php?f=22&t=8494
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Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Dungeon Transitions

Post by Eleven Warrior »

Hi Skuggs is it possible to share those Exits sets sounds cool mate :)
Granamir
Posts: 202
Joined: Wed Jan 07, 2015 7:19 pm

Re: Dungeon Transitions

Post by Granamir »

Hi,
is it possible to ask you sajon, or anyone, for a specific exit?
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Isaac
Posts: 3188
Joined: Fri Mar 02, 2012 10:02 pm

Re: Dungeon Transitions

Post by Isaac »

Granamir wrote:Hi,
is it possible to ask you sajon, or anyone, for a specific exit?
What kind?
Granamir
Posts: 202
Joined: Wed Jan 07, 2015 7:19 pm

Re: Dungeon Transitions

Post by Granamir »

i need a rock pier in lava field
in case, i'll give u an editor file with a map exactly like i need
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