skuggasveinn's town tileset

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FeMaiden
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skuggasveinn's town tileset

Post by FeMaiden »

hey, I just found on the nexus, "town tileset by skuggasveinn"

it looks like it's an asset pack form log1 that's been ported over to log2

and yes, I did read the only other thread about this before asking a question.

my question, is it finished?
are the assets working?

I imported the files in the init.lua of my practice dungeon and I see all these walls and they look REALLY nice, and would go perfect in my mod (right now i'm using ruins walls to make my houses and they look like these kind of blocky buildings that a child would make with Legos)

the thing is, that all these "walls" have only 1 side. many of them when i place them I get "warning no gate node"

I'm thinking I might be able to work with these assets but I would have to place the interior walls and then place more of them on the exterior enclosing 1x1 tiles all around and then placing invisible walls in between them.

is there something I'm missing here? am I not using these right? or is the asset pack unfinished.

the other thread about it is from july 2015 and someone said skuggs never finished it and probably never will...
minmay
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Re: skuggasveinn's town tileset

Post by minmay »

FeMaiden wrote:my question, is it finished?
No.
FeMaiden wrote:are the assets working?
No.
FeMaiden wrote:or is the asset pack unfinished.
Yes.

It's unusable. Converting it from the LoG1 version again from scratch, and doing so correctly, would actually be less work than fixing that spectacularly broken conversion. That's how bad it is.
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FeMaiden
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Re: skuggasveinn's town tileset

Post by FeMaiden »

lol..but...I've played log2 mods that use a town tileset they got from somewhere...

where are they getting their town tiles from? skuggs pack is the only one on the nexus
minmay
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Re: skuggasveinn's town tileset

Post by minmay »

Eye of the Atlantis uses the first broken one and is correspondingly broken itself. I don't know of any other dungeons that use it (I hope they don't exist). You might be confusing it with the urban town tileset that was made by Skuggasveinn for Grimrock 2, and is only somewhat broken and is easy to fix:
- he forgot to put minimalSaveState on urban_town_pillar, urban_town_wall_pillar, urban_town_pillar_wooden, urban_town_pillar_wooden_2H, urban_town_wall_01, urban_town_wall_02, urban_town_door_frame, urban_town_ceiling_v, urban_town_ceiling_v_snow, urban_town_ceiling_v_end, urban_town_ceiling_stonesupport, urban_town_wall_window_01, urban_town_wooden_ceiling (just add minimalSaveState = true to all of these objects' definitions)
- urban_town_wall_01 and all the ceilings should have occluders, but don't (urban_town_wall_01's already has an occluder definition commented out, just uncomment it; the same goes for the flat ceilings, you'll need to make a custom occluder for those). If you're feeling really lazy, skipping the ceiling occluders wouldn't be disastrous, you really need to add the one to urban_town_wall_01 though.

If you want to make a town you should use that tileset instead after making the changes I described above; fixing those two issues turns it into a functional tileset. If you don't know what minimalSaveState or an occluder is, try the forum's search function.
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FeMaiden
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Re: skuggasveinn's town tileset

Post by FeMaiden »

minmay wrote:Eye of the Atlantis uses the first broken one and is correspondingly broken itself. I don't know of any other dungeons that use it (I hope they don't exist). You might be confusing it with the urban town tileset that was made by Skuggasveinn for Grimrock 2, and is only somewhat broken and is easy to fix:
- he forgot to put minimalSaveState on urban_town_pillar, urban_town_wall_pillar, urban_town_pillar_wooden, urban_town_pillar_wooden_2H, urban_town_wall_01, urban_town_wall_02, urban_town_door_frame, urban_town_ceiling_v, urban_town_ceiling_v_snow, urban_town_ceiling_v_end, urban_town_ceiling_stonesupport, urban_town_wall_window_01, urban_town_wooden_ceiling (just add minimalSaveState = true to all of these objects' definitions)
- urban_town_wall_01 and all the ceilings should have occluders, but don't (urban_town_wall_01's already has an occluder definition commented out, just uncomment it; the same goes for the flat ceilings, you'll need to make a custom occluder for those). If you're feeling really lazy, skipping the ceiling occluders wouldn't be disastrous, you really need to add the one to urban_town_wall_01 though.

If you want to make a town you should use that tileset instead after making the changes I described above; fixing those two issues turns it into a functional tileset. If you don't know what minimalSaveState or an occluder is, try the forum's search function.
a guy named carlmacc made a mod in steam workshop called "the hospital 2" he uses a very nice town tileset in his mod that I have not seen anyplace else...maybe he made it himself? i dunno, I tried to talk to him but he hasn't responded to me in days. I'm not sure if I pissed him off, i was giving him suggestions on using the getChampionByOrdinal() command and he responded with something like " I guess you are a much better scripter than me" and then he disappeared.

also...I'm not trying to make a town, i just wanted to make a cabin in the woods.


in regards to the "urban" tileset, the town doors seem broken. they can only be clicked open from 1 side but they can be clicked closed from both sides, so if I made a cabin and my player clicked the door and went inside and then turned around and closed the door to keep the monsters out, the player would become trapped inside. I can't have something like that in my mod...although the dungeon double doors are working very well for me outside.


I don't think i'm a "better scripter than" this carlmacc guy,I don't even know how good he is. I think he is using the GUI tools by wordsworth for his npc dialogues but I'm not sure, I have not tried wordsworth's tool, I already wrote like 75% of the dialogue in my mod, in sloppy redundant code and I was all like singing the "SMRT song" and then isaac comes in and shows me a script that would have made it a helluva lot easier and i'm like "Doh!" and i'm not gonna bother to change over now since I already have my script working, doing what I want it to do
Last edited by FeMaiden on Tue Nov 03, 2015 9:55 am, edited 1 time in total.
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THOM
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Re: skuggasveinn's town tileset

Post by THOM »

minmays verdict about costum stuff is always a bit severe.

Well, obviously you can use the sx_townset, because at first glance everything looks fine and technically most of the assets are ready to be used in the editor. The problems are under the hood. Elven Warrior hasn't added things like Occluders, ProjectileColliders, ItemConstrainBoxes everywhere where they are necessary. Also he choosed some inconvenient solutions for some problems.

At the end one can use assets from this pack (like I do) but has to complete some things. Otherwise performance issues and other things could be the result.

I always take an equivalent object from the LoG2 assets to have a look, what is needed in the definition.

Concerning the doors of the urban tileset: You have to add a button called "doorbutton" (or something like that) from the inner side of the door.
THOM formaly known as tschrage
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FeMaiden
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Re: skuggasveinn's town tileset

Post by FeMaiden »

THOM wrote:minmays verdict about costum stuff is always a bit severe.

Well, obviously you can use the sx_townset, because at first glance everything looks fine and technically most of the assets are ready to be used in the editor. The problems are under the hood. Elven Warrior hasn't added things like Occluders, ProjectileColliders, ItemConstrainBoxes everywhere where they are necessary. Also he choosed some inconvenient solutions for some problems.

At the end one can use assets from this pack (like I do) but has to complete some things. Otherwise performance issues and other things could be the result.

I always take an equivalent object from the LoG2 assets to have a look, what is needed in the definition.

Concerning the doors of the urban tileset: You have to add a button called "doorbutton" (or something like that) from the inner side of the door.

oh...so thats why the button was invisible, i did not know what it was supposed to do lol
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FeMaiden
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Re: skuggasveinn's town tileset

Post by FeMaiden »

yeah sorry to waste you guy's time asking these questions...I decided I don't like the urban tileset.
even with all the fixes minmay suggested, I just don't like the way the walls look when i stack them.
the fit together great as long as I make 1 story high structures but when I try to make 2 stories, they look all buggy and glitchy.
the door, even with the button attached still looks like a mess. I can open and close it from both sides now, but I don't like it. when i open it from the inside, it opens but there's not a proper animation for it, the animation just *resets* itself. plus the tileset has no "secret_buttons".


I have been using the ruins tileset for my "cabins" and they work. I use the castle arena floor tile for the floors and castle_bridge for the ceilings. with the ruins tileset, i'm able to make interiors with secret walls and buttons and I scripted bossfights that lock the player in with the villain until they defeat him.

I have absolutely no idea how to make my mod work with these assets, so i'm just not gonna use them.

minmay, seems a bit severe sometimes yes...but i'm actually gonna agree on this one. I think these tilesets are a broken mess.
minmay
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Re: skuggasveinn's town tileset

Post by minmay »

THOM wrote:minmays verdict about costum stuff is always a bit severe.

Well, obviously you can use the sx_townset, because at first glance everything looks fine and technically most of the assets are ready to be used in the editor. The problems are under the hood. Elven Warrior hasn't added things like Occluders, ProjectileColliders, ItemConstrainBoxes everywhere where they are necessary. Also he choosed some inconvenient solutions for some problems.
Um, the problems are definitely not just "under the hood". Even if you don't care about performance and disappearing projectiles/items, it's still full of garbage normal maps, tiles that don't tile, light sources with incorrect shadow clipping, and objects that break as soon as the game is saved and reloaded.
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THOM
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Re: skuggasveinn's town tileset

Post by THOM »

minmay wrote:it's still full of garbage normal maps, tiles that don't tile, light sources with incorrect shadow clipping, and objects that break as soon as the game is saved and reloaded.
Ah, yes - I forgot about all that.

Therefore you always have to amend most of all objects. Anyway I wouldn't consider this pack to be absolutely useless. A bit work of the conversion is done. And if you just want to use a few objects of it, the basic work is helpful.

Although I dislike a lot of stuff of this pack (i.e. the main stonewall looks unpleasant in my opinion).
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