Modding for not dummies

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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ExpDevourer
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Modding for not dummies

Post by ExpDevourer »

Hello everyone, can anyone help me with something? I have attempted and come close on a few occasions to getting my maps to work just right, I am trying just simply to change the wall-sets on here, among other things, however I am have serious issues with the scripts etc. I am no novice around a computer, but scripting is like an alien language to me, I have read the guides on here. I have browsed through numerous posts on the forum, and I have checked countless sites online, but nothing clearly brakes it down into *laymen's terms*.

All the links and comments I have seen so far, have come from people who had a base understanding of scripting, me ...errr not so much, so if anyone can help me out with this, I would really appreciate it, this world I'm creating is going to be a blast when its done :) .

Exp Devourer
Last edited by ExpDevourer on Sun Nov 25, 2012 6:40 am, edited 1 time in total.
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Brodie301
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Re: Modding for not dummies

Post by Brodie301 »

Ha ha ha (laughing at your signature, it's great)
Welcome!
You can change the tile set by right clicking on your level in the left hand pane of the editor and select properties and select your wallset and music and change name.

Also, here is a link to my Modding for Dummies thread:
viewtopic.php?f=14&t=3771

Have fun and good luck with your mods!

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Edsploration
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Re: Modding for not dummies

Post by Edsploration »

For getting started with the editor Komag's tutorials are probably the best how-to: viewtopic.php?f=14&t=3303

Then for scripting you'll want to constantly be referencing the Scripting Reference and Asset Definition Reference in this site's modding section.

If you already know those then the next step is to become familiar with lua scripting in LoG, and it sounds like that's where you're at! I don't know if there are any getting started tutorials for scripting (are there?) but you might learn some just by browsing examples in the Useful Scripts Repository: viewtopic.php?f=14&t=3099

Feel free to ask questions if you have some more specific things you want to know how to do. I'm happy to help, and I'm sure others are as well.
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ExpDevourer
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Re: Modding for not dummies

Post by ExpDevourer »

Heh thanks, ;) . I will try those suggestions out and see if it fixes my dilemma, what I'm trying to do with the walls is simple in concept, some of the other things I want to try may be a bit more difficult, water puddles that splash when you walk over them, slimes with eyes, that sort of thing 8-) But hopefully I can at least get this first part fixed, I'm trying to color the walls, and possible change their look for later levels, I had downloaded a program that lets you tweak the look GIMP, and I did manage to get it just right, however I couldn't seem to get the game itself to recognize the change or accept it.

-----
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Neikun
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Re: Modding for not dummies

Post by Neikun »

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Komag
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Re: Modding for not dummies

Post by Komag »

Love the DragonQuest slime!
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Neikun
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Re: Modding for not dummies

Post by Neikun »

It was asked for some time ago long before I got into texturing.
I was reminded just now and decided to fiddle with it.
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ExpDevourer
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Re: Modding for not dummies

Post by ExpDevourer »

My company left, and now its back to the grind of designing, I will check out those links you all sent me. By the way I love the Dragon Warrior slime...heh heh, classic, its close, not exact, but pretty darn close to what I was looking for. Great work! :)
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ExpDevourer
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Re: Modding for not dummies

Post by ExpDevourer »

Just attempted to add a script for a door activation just as a test, and this message popped up (Attempt to index global 'bronzedoor' (a nil value) what does that mean, and how can I rectify it? :?: The script I made looks like this Bronzedoor:setOpenedBy"bronze_key" I used the template that I seen on one of the scripting tutorials, believe it was Komag's not sure.
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Komag
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Re: Modding for not dummies

Post by Komag »

spelling and capitalization matter very much, so in this case, first of all, either both of what you wrote were "bronzedoor" or "Bronzedoor" but not one of each. But anyway, you can only call a name like that if you have specifically given a door that ID. If it's just a bronze door you placed in the dungeon, use its ID listed in the entity inspector
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