Scripting Reference (work in progress)

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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petri
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Re: Scripting Reference (work in progress)

Post by petri »

Scripting reference updated with new stuff from beta 2.1.14
NutJob
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Re: Scripting Reference (work in progress)

Post by NutJob »

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petri
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Re: Scripting Reference (work in progress)

Post by petri »

Updated Model and Animation File Formats. Changes are very minimal.
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Phitt
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Re: Scripting Reference (work in progress)

Post by Phitt »

petri wrote:Updated Model and Animation File Formats. Changes are very minimal.
Thank you! Hope that means John Wordsworth can get the GMT working asap (and possibly make a tool that converts LoG 1 models into LoG 2 models without the need to reexport everything?)...my wife and my son are both gone over the weekend, so I have a lot of spare time. :D
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Doridion
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Re: Scripting Reference (work in progress)

Post by Doridion »

Bouhouhouhou (( .... so sad that some assets definitions are still "secret" and/or can't be download .... like defineTile or defineSpell who's actually without founded arguments ... bouhouhou ... petri, will you let us crying without having a tear ? :(

At least, thanks for very quick progression of the modding page. It help us ad we know what work it is for you.

;)
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petri
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Re: Scripting Reference (work in progress)

Post by petri »

Phitt wrote:Thank you! Hope that means John Wordsworth can get the GMT working asap (and possibly make a tool that converts LoG 1 models into LoG 2 models without the need to reexport everything?)...my wife and my son are both gone over the weekend, so I have a lot of spare time. :D
Unless I forgot something, LoG1 models should work as is?
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Phitt
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Re: Scripting Reference (work in progress)

Post by Phitt »

petri wrote: Unless I forgot something, LoG1 models should work as is?
I tried to use some LoG 1 models and their normal maps / tangent space was completely messed up. The lighting on the models was completely wrong, it was dark were it should have been bright and it looked generally very messy. No idea if that is a problem with the way user-made models were exported for LoG 1. Other than that it worked fine, I thought some small things had changed that needed updating and that's why it happened.
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JohnWordsworth
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Re: Scripting Reference (work in progress)

Post by JohnWordsworth »

Ahhh, excellent to see the updated animation format online! I'm getting distracted by all of the shiny scripting reference features, but I hope to have a first draft of the GMT2 ready in the next couple weeks. To be honest, the thing that's taking the longest on the GMT2 is all of the GUI... The boring bit!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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petri
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Re: Scripting Reference (work in progress)

Post by petri »

Oh, I think tangent vectors were not compressed in LoG1. I guess I have to do some diffing to find what exactly has changed (I don't seem to remember exactly anymore).

EDIT: scrap that, I checked the code and I could not find any difference with the model file formats. Tangents are compressed on the fly when loading the model, so it can't be that.
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Phitt
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Re: Scripting Reference (work in progress)

Post by Phitt »

That's strange, here is an example:

http://cloud-4.steampowered.com/ugc/548 ... 3CE27D7DD/

As you can see large parts of the models have weird lighting. I used the exact material definitions from Grimrock 1, I guess nothing changed there?
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