Tip for new modders: Explaining the Asset Pack

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msyblade
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Tip for new modders: Explaining the Asset Pack

Post by msyblade »

The asset pack has nearly all of the "definitions" and scripts, telling us what every texture, model, animation, etc. . .are named, so that we can use them in our scripts/dungeons.

If you want to better understand what this opens up, download the asset pack for LoG1 and look through the folders. Pay special attention to the scripts folder,as it will hold the definitions of everything: Monsters, spells, objects, items, etc. . .That tells us how to use them properly in our mods, or how to modify it, or even how to define a completely new one. Then, using John Wordsworth's "Grimrock Model Toolkit" (coming soon, to a website near you!), we could saaay:

Take the snake model from the game (found in the asset pack), load it into GMT, then apply the texture from a twigroot (found in the asset pack), and see if we get an earthy type snake monster. Then we would save out our new model (with a different name!) put the new model in the dungeons "mod_assets/models folder, write a new definition for the model in our "mod_assets.scripts/models.lua (just like a text file) and write a new monster definition in our dungeons "mod_assets/scripts/monsters.lua". It would be identical to the normal snake definition (copy/paste) ,with a new name, but on the line that points to the model, we just change it to the earthy one we saved (without needing to know anything about modeling or texturing, Thanx JW!). You could easily make an army of snakes for your theme: water, lava, sky, stone. . . And we could change the definitions of each so that some hit harder but have less health, and others have lots of health, but dont hit as hard, and a Boss snake that has tons of health and hits hard. Then you could use the new Boss Battle system to have music and a life bar when you fight it. (See Skuggasvein's youtube tutorial).

Attempting to answer a recent question (ie: guessing), I would think those "special" animations will be included. (wizard peeking, wizard warping,wizard flying away.) The wizard is obviously scriptable, and when we see the scripts used for him in the game, we will understand far better how much customization that will allow.

Hope this helps!
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
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