beach secret doors and other questions

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FeMaiden
Posts: 290
Joined: Wed Jan 16, 2013 8:16 am

beach secret doors and other questions

Post by FeMaiden »

in my mod i'm making...i have something currently thats driving me crazy.
i made a maze of beach wall tiles, and in a few spots, i placed beach secret walls that open up when the player performs certain actions and steps over spots.

and everywhere I put the secret wall, it's not lining up correctly with the surrounding walls and there are little gaps that the player can see through and kind of see what's on the other side. it's not game breaking but it's a dead giveaway that there's a secret wall which defeats the purpose of secret walls and behind one of them, i have monsters trapped in a forcefield that get let out when the door opens and the player can look through the gap and see the glowing forcefield on the other side.
someone on the steam forum suggested I use the beach_rock asets, but I tried every one and none of them cover up the gap.
the 2x1 rock covers the gap and makes it look seamless but then when the secret wall opens up, there's the image of the rock in the opening creating a sort of "illusion wall" effect which i might find useful later but I don't want that effect in this particular spot.

I don't understand why the edges of my secret walls don't line up correctly with the surrounding walls



my second current question which might be easier to answer, is thus.

I have seen in other mods, and in the main campaign, mainly in twigroot forest, bundles of dead trees that block the path and the player can swipe at them with their weapons to break them. the little twigroot monsters are placed dormant inside some of these dead tree things.
I can't find that asset anywhere in the editor, I don't know what the name of it is. I'm sure it's in there somwhere but I tried searching for "twig", "dead", "tree", "breakable", "damaged"(all the other breakable items have a "damaged" version of them), "blocker", i found the forest_thorn_blocker but I can't find that bundle of dead trees
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FeMaiden
Posts: 290
Joined: Wed Jan 16, 2013 8:16 am

Re: beach secret doors and other questions

Post by FeMaiden »

AndakRainor wrote:search in the "beach" objects !
I have no idea what that's supposed to mean...what question are you answering?

are you saying the dead trees breakable item is in the beach objects?
are you answering my other question about fixing the gap in between the beach walls? (i did a workaround by only placing the secret walls in places that look like dead ends...but dead ends are also a clue in to secrets but at least there's no gaps to look through now.)


edit : ohhh.. I see..the asset is called "beach_thicket"
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: beach secret doors and other questions

Post by minmay »

If you want to know how something is done in Isle of Nex, you should just open it in the editor.

It also sounds like you haven't looked at the asset pack (stickied in this forum). I strongly recommend doing so. By far the easiest way to understand what the different objects do is to look at their definitions, and if you don't understand what they do then you are virtually guaranteed to create a broken mod.
Other must-read items before trying to make a mod (trust me, if you don't read these first you are making things MUCH harder on yourself):
Official modding introduction - how to use the editor
Official scripting reference and the wiki - to learn what a component or function does, look it up here.
The 3 serialization mistakes that will break your mod
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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FeMaiden
Posts: 290
Joined: Wed Jan 16, 2013 8:16 am

Re: beach secret doors and other questions

Post by FeMaiden »

minmay wrote:If you want to know how something is done in Isle of Nex, you should just open it in the editor.

It also sounds like you haven't looked at the asset pack (stickied in this forum). I strongly recommend doing so. By far the easiest way to understand what the different objects do is to look at their definitions, and if you don't understand what they do then you are virtually guaranteed to create a broken mod.
Other must-read items before trying to make a mod (trust me, if you don't read these first you are making things MUCH harder on yourself):
Official modding introduction - how to use the editor
Official scripting reference and the wiki - to learn what a component or function does, look it up here.
The 3 serialization mistakes that will break your mod

1, I don't know how to open the main campaign in the editor. when i look in there, it's just blank, there's nothing there (except of course, the mod i created.

2. I actually did download an asset pack, i downloaded Germanny's dungeon master pack but I have no idea how to install it.
plus i looked at the readme and its got all this complicated scripting saying i have to "enable" or "load" the assets in the "init.lua" and i have no idea even how to begin to do that


edit...I followed the links you posted and found the dungeon editor file to look at the main campaign. but still have no idea how to use germanny's assets.
like I said earlier, i didn't plan to make all sorts of complicated scripts, I just want an overworld for the player to explore with some dungeon areas below, and the player finds the essences and places them into the right beacons and then something happens.
I looked at the script they used for the castle door with the 4 beacons where you have to put them in the right spots to open the door.
right now, the script makes no sense to me so i guess I have a lot more to learn.
I hope I don't need a masters degree from MIT to do this...
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Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: beach secret doors and other questions

Post by Dr.Disaster »

FeMaiden wrote:but still have no idea how to use germanny's assets.
Germanny's DM Tileset is actually ready for use. All you need to do is unzip the archive and move the entire "dm_resource_log2" folder into the custom dungeons folder of LoG 2. Then you can access it with the editor by opening the example dungeon.

To include this (or other) tilesets into a new editor project you have to import them so the editor "knows" them. This is done by placing import commands inside the "init.lua" file locate in the "mod_assets"->"scripts" subfolder of each project. The example dungeon included with Germanny's tileset naturally has an "init.lua" too but it might be a bit overwhelming to look at. Therefore as an example here is the rather simple init.lua of Komag's Master Quest mod:

Code: Select all

-- This file has been generated by Dungeon Editor 1.3.1

-- import standard assets
import "assets/scripts/standard_assets.lua"

-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
import "mod_assets/scripts/particles.lua"
--------------------------------------------------------------------

import "mod_assets/Beltbag/Beltbag.lua"

import "mod_assets/books/tome.lua"
import "mod_assets/runebooks/runebooks.lua"
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: beach secret doors and other questions

Post by minmay »

FeMaiden wrote:1, I don't know how to open the main campaign in the editor. when i look in there, it's just blank, there's nothing there (except of course, the mod i created.
The post I linked to has a link to a zip file containing a dungeon editor file that will load Isle of Nex. Here is a direct link. All you have to do is open grimrock2.dungeon_editor in the dungeon editor.
FeMaiden wrote:2. I actually did download an asset pack, i downloaded Germanny's dungeon master pack but I have no idea how to install it.
That's completely unrelated. I was talking about the asset pack that is stickied at the top of this forum. Here is a direct link if you really can't find it.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
User avatar
FeMaiden
Posts: 290
Joined: Wed Jan 16, 2013 8:16 am

Re: beach secret doors and other questions

Post by FeMaiden »

Dr.Disaster wrote:
FeMaiden wrote:but still have no idea how to use germanny's assets.
Germanny's DM Tileset is actually ready for use. All you need to do is unzip the archive and move the entire "dm_resource_log2" folder into the custom dungeons folder of LoG 2. Then you can access it with the editor by opening the example dungeon.

To include this (or other) tilesets into a new editor project you have to import them so the editor "knows" them. This is done by placing import commands inside the "init.lua" file locate in the "mod_assets"->"scripts" subfolder of each project. The example dungeon included with Germanny's tileset naturally has an "init.lua" too but it might be a bit overwhelming to look at. Therefore as an example here is the rather simple init.lua of Komag's Master Quest mod:

Code: Select all

-- This file has been generated by Dungeon Editor 1.3.1

-- import standard assets
import "assets/scripts/standard_assets.lua"

-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
import "mod_assets/scripts/particles.lua"
--------------------------------------------------------------------

import "mod_assets/Beltbag/Beltbag.lua"

import "mod_assets/books/tome.lua"
import "mod_assets/runebooks/runebooks.lua"

okay but the thing i'm not understanding is what is "init.lua" and where do I find it?
you said it's in the "script assets"
in my dungeon editior the only thing that pops up when i search "script" is the blank "lua scripting entity"


edit : actually i found the init.lua file but how do I open it to modify the scripts in there? when i double click it, my computer pops up that window asking me to pick a program to open it or search the web for the proper program
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FeMaiden
Posts: 290
Joined: Wed Jan 16, 2013 8:16 am

Re: beach secret doors and other questions

Post by FeMaiden »

minmay wrote:
FeMaiden wrote:1, I don't know how to open the main campaign in the editor. when i look in there, it's just blank, there's nothing there (except of course, the mod i created.
The post I linked to has a link to a zip file containing a dungeon editor file that will load Isle of Nex. Here is a direct link. All you have to do is open grimrock2.dungeon_editor in the dungeon editor.
FeMaiden wrote:2. I actually did download an asset pack, i downloaded Germanny's dungeon master pack but I have no idea how to install it.
That's completely unrelated. I was talking about the asset pack that is stickied at the top of this forum. Here is a direct link if you really can't find it.
okay, i downloaded your asset pack that you linked to, it was like 300+ megabytes, but what do I do with it?
you say "all the assets are in there" but aren't the assets in the dungeon editor already?
I do see assets for grimrock 1 monsters, i guess that's how people get the LoG 1 monsters into their LoG 2 mods?
i'm still not understanding all this stuff
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: beach secret doors and other questions

Post by minmay »

The idea is that you read the object definitions in the asset pack so that you know what the objects in the dungeon editor do...
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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