MultiAlcoveManager

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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AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

MultiAlcoveManager

Post by AdrTru »

I published version 1.5 of remake MultiAlcoveManager from LOG1.

in v2
- only mod files without dungeon
- mod is working without need fw hook
- add there small wallhook for hang shields
- reda included readme.txt for instalation and updating in dung.
- racks are redefined lke pedestal for manipulating items from both sides
- fix for bug on moving thru rack in different elevations ( as pedestal )

In v1.5
- Massive Bugfix for SaveVariables
- Adding some short documentation

http://www.nexusmods.com/legendofgrimrock2/mods/21/?

Image


Its life mod with basic functions of this mod.
Last edited by AdrTru on Thu Jun 18, 2015 10:20 pm, edited 4 times in total.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: MultiAlcoveManager

Post by Eleven Warrior »

Looka good ArdTru am trying it now. I used the armor rack in LOG 1. In the Armor and blacksmith shops I had or and type of building it look great added atmosphere to my rooms thxs for the upgrade :)
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: MultiAlcoveManager

Post by Drakkan »

looking fantastic will try it out !
thanks
Breath from the unpromising waters.
Eye of the Atlantis
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AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: MultiAlcoveManager

Post by AdrTru »

Thank you.

This system is open for creating new own rack.
I will make documentation soon.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: MultiAlcoveManager

Post by Drakkan »

I tried it and no bug found. I think dungeons could look really more realistic with this. My only concern is regarding size of the textures. Is it somehow possible to make it less ?
I do not undersstand modeling structure but for example much complicated bed texture has around 500 kb while one your wood texture has 4mb !
do you think you are able to somehow make it less ? (max 500 kb for one dds texture) I accept even less quality for lower size.
thanks
Breath from the unpromising waters.
Eye of the Atlantis
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AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: MultiAlcoveManager

Post by AdrTru »

Drakkan:
Thank you for testing. I try to change this texture.
BTW: Pokud tě to zajímá, tak ti ten script vysvěltím. Je poměrně dost snadný podobných objektů udělat více ( i na míru ). V angličtině bych to nedal :)
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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Aisuu
Posts: 61
Joined: Fri Oct 31, 2014 2:07 pm

Re: MultiAlcoveManager

Post by Aisuu »

Jeej, tu nas je jak vela.. :)
(Cool, so many of us..)

I will use this in my mod. Thx for this AdrTru :)
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AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: MultiAlcoveManager

Post by AdrTru »

File in Nexus wos been updated with smaller texture.
I changing normal map by viewtopic.php?f=22&t=8080 for correct vizualization.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: MultiAlcoveManager

Post by Drakkan »

thanks a lot, seems its working ok !
EDIT: noticed some weird rotation placing of for example ring_cuisse (seems like rotated wrongly ? not sure lol
Last edited by Drakkan on Tue Jan 13, 2015 12:55 am, edited 1 time in total.
Breath from the unpromising waters.
Eye of the Atlantis
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: MultiAlcoveManager

Post by bongobeat »

gonna try it, thanks! :)

edit:
works great.
just to be sure, if I have custom items, and want that the racks recognize them, the only thing to do is to add them in the mam script, within the editor?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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