Torch brightness and range

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Post Reply
User avatar
Pandafox
Posts: 268
Joined: Wed Apr 11, 2012 11:25 pm
Location: France
Contact:

Torch brightness and range

Post by Pandafox »

Hi all,

A long time I didn't use grimrock editor...
I have a question about the basic torch in the game.

Is it possible to change the brightness and the range of the torch light ?
I would like the torch light have more brightness but a little less range...
User avatar
Pandafox
Posts: 268
Joined: Wed Apr 11, 2012 11:25 pm
Location: France
Contact:

Re: Torch brightness and range

Post by Pandafox »

as nobody can answer my question, I have another one...

is it possible to attach a particle to the party ?
This shouldn't spawn at each step, it must follow the party during the moving animation...
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Torch brightness and range

Post by Komag »

I'm not sure about either of these, sorry :?
Finished Dungeons - complete mods to play
User avatar
DesperateGames
Posts: 90
Joined: Sun Oct 06, 2013 1:54 pm

Re: Torch brightness and range

Post by DesperateGames »

From my experience it is not possible to change the brightness / range of torches. You could add a light to the party by using the onMove scripting hooks and destroying / creating a light that moves with the party. But the treanisition between steps would be "hard", from one second to the next the light would "switch" to the next field as the party moves.

Attaching Particle Effects to the Party is possible: use

party:playScreenEffect(particleSystem)

for this. You can experiment with the objectSpace=true/false setting in the particle definition. If set to true, the particles will always move together with the party. If set to false, the Particles will be created near the party, but will stay there if the party moves (i.e. leaving a trail).
User avatar
Diarmuid
Posts: 807
Joined: Thu Nov 22, 2012 6:59 am
Location: Montreal, Canada
Contact:

Re: Torch brightness and range

Post by Diarmuid »

Hi pandafox,

I did attach a projectile to the party for my skySystem (link viewtopic.php?f=14&t=5399 and video http://youtu.be/RyX7iUs9eFA).
A particle would be even easier.

You need to spawn it as an fx and then translate it a correct amount every frame. But you know what? I cooked up an fxTranslator for all you guys:

viewtopic.php?f=14&t=5801#p63760
User avatar
Pandafox
Posts: 268
Joined: Wed Apr 11, 2012 11:25 pm
Location: France
Contact:

Re: Torch brightness and range

Post by Pandafox »

Thanks for your help all !

Diarmuid, your exterior wallset is really fantastic :)
And your FXtranslator script seems to be the solution to my problem thanks a lot !
I never installed LOGframework before but I think this time I have to do ;)
User avatar
Diarmuid
Posts: 807
Joined: Thu Nov 22, 2012 6:59 am
Location: Montreal, Canada
Contact:

Re: Torch brightness and range

Post by Diarmuid »

The exterior wallset is by Skuggs, not me! I just did the sky/clouds/rain stuff.

As for LoG framework, it's great indeed, but I tended to move away from it recently because of performance issues. In the ORRR2 we use it of course, but we hacked it a bit to disable unneeded sections and replace some others with custom code.

The dynamic hooks are fantastic, but it invovles searching through a lot of lua tables every time you do something.

Especially for timers, I tend to move towards onDrawGui/getStatistic("play_time") solutions as they give faster, cleaner and more flexible result than normal LoG timers which are subject to a bunch of particular issues. Like that fx translator for example, which works without the framework and is really concise in code.

Performance shouldn't show unless you have a very heavy dungeon however.
Post Reply