how does one customize spells?
Re: how does one customize spells?
I would think it's because of the gfxIndex = 69,
as that would still be the original icon.
http://www.grimrock.net/modding/creating-custom-assets/
Read through the subheader, Using Custom Graphics.
That might help.
as that would still be the original icon.
http://www.grimrock.net/modding/creating-custom-assets/
Read through the subheader, Using Custom Graphics.
That might help.
Last edited by Neikun on Sat Sep 22, 2012 7:05 pm, edited 1 time in total.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
- Shloogorgh
- Posts: 45
- Joined: Sat Sep 22, 2012 12:24 am
Re: how does one customize spells?
oops, I should have mentioned, I haven't even begun to change the gfx texture yet, I'm only referring to the 3d texture, which despite my efforts still looks like the original orbs
Re: how does one customize spells?
hmm.
This is out of my area of knowing anything about haha.
This is out of my area of knowing anything about haha.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
- Montis
- Posts: 340
- Joined: Sun Apr 15, 2012 1:25 am
- Location: Grimrock II 2nd playthrough (hard/oldschool)
Re: how does one customize spells?
I'm not quite sure but I think the textures / materials need to be specified in the model files as well. Did you change anything in the model files except renaming them?Shloogorgh wrote:oops, I should have mentioned, I haven't even begun to change the gfx texture yet, I'm only referring to the 3d texture, which despite my efforts still looks like the original orbs
- Shloogorgh
- Posts: 45
- Joined: Sat Sep 22, 2012 12:24 am
Re: how does one customize spells?
The "creating custom assets" guide mentioned being able to create an albino snail "without ever touching a model file." I could still be missing something important however.
- Shloogorgh
- Posts: 45
- Joined: Sat Sep 22, 2012 12:24 am
Re: how does one customize spells?
Well now I just tried to change the item icons since I couoldn't get the texture to work... And it didn't work either 
When I tried to load the dungeon, got this error: [string "Item.lua"]:0: Unknown uncompressed DDS pixel format in file mod_assets/textures/items.dds
The "creating custom assets" page says
1. A8B8G8R8
2. Generate Mip Maps
3. Super Sampling
so if anyone could provide some insight I'd appreciate it
EDIT: D'oh! I just figured it out! The "creating custom assets" page called for A8R8G8B8 and I had A8B8G8R8. Didn't see that it had two similar formats.
In any case, something works! Yay!
When I tried to load the dungeon, got this error: [string "Item.lua"]:0: Unknown uncompressed DDS pixel format in file mod_assets/textures/items.dds
The "creating custom assets" page says
So I saved the items mod as a dds in Paint.NET with these settings:user interface graphics, such as item icons, should be left uncompressed (use D3DFMT_A8R8G8B8). Mipmaps should be used with all textures
1. A8B8G8R8
2. Generate Mip Maps
3. Super Sampling
so if anyone could provide some insight I'd appreciate it
EDIT: D'oh! I just figured it out! The "creating custom assets" page called for A8R8G8B8 and I had A8B8G8R8. Didn't see that it had two similar formats.
In any case, something works! Yay!
Re: how does one customize spells?
Yes, materials can be replaced. Just define a new material with the same name the old asset has. If you want a material that has a new name (to avoid replacing all the textures of the other assets that happen to use the same material, for example), then you need modify the .model since that's where the material names come from.Shloogorgh wrote:The "creating custom assets" guide mentioned being able to create an albino snail "without ever touching a model file." I could still be missing something important however.
Steven Seagal of gaming industry
- Shloogorgh
- Posts: 45
- Joined: Sat Sep 22, 2012 12:24 am
Re: how does one customize spells?
Makes sense, and now thanks to model toolkit viewtopic.php?f=14&t=3325 I have done just that.antti wrote: Yes, materials can be replaced. Just define a new material with the same name the old asset has. If you want a material that has a new name (to avoid replacing all the textures of the other assets that happen to use the same material, for example), then you need modify the .model since that's where the material names come from.
- Shloogorgh
- Posts: 45
- Joined: Sat Sep 22, 2012 12:24 am
Re: how does one customize spells?
So it seems in order to have monsters and weapons utilize custom spells, you need to override an existing spell. I can make a weapon of power that shoots spectral blobs, but in order to do that I have to give up an existing spell:
So in this game, any instance of powerbolt would be replaced by the spectral blob. The good thing is that powerbolt is a different spell from lightning bolt. I'm not sure, but I think powerbolt is only fired by the weapon of power, since its stats are the same as lightning bolt. So that means it is the perfect spell to replace. But I don't know if monsters can fire powerbolt.
Code: Select all
cloneObject{
name = "powerbolt",
baseObject = "powerbolt",
particleSystem = "blob",
hitParticleEffect = "blob_hit",
lightColor = vec(0.25, 0.5, 1),
lightBrightness = 15,
lightRange = 7,
lightHitBrightness = 40,
lightHitRange = 10,
castShadow = true,
launchSound = "blob_launch",
projectileSound = "blob",
hitSound = "blob_hit",
projectileSpeed = 15,
attackPower = 0,
--cameraShake = true,
tags = { "spell" },
}
-
SpacialKatana
- Posts: 163
- Joined: Fri Sep 14, 2012 6:20 pm
Re: how does one customize spells?
Since there are so few spells originally I'd prefer not to replace them if possible. Seems the devs were a bit short sighted regarding this area...and since at present I can't add custom spells to mobs I fear my time editing this game will be far shorter than others before 