I only just purchased LoG with the Humble Bundle a few days ago, it's honestly my favorite game on the latest bundle with 30 hours put in already, and I was wondering if textures, props, and creatures from the first will be brought over to the second or if there will be any equivalents. I've used the level editor more than I've played the actual game, I'm afraid, but I've grown fond of the current resources and would like to be able to use them in the second if I want. Though, I question if this is even possible without significant legwork seeing how levels can be laid out in LoG2 (ladders, multiple floors, outdoors, etc) along with other changes I'm probably not aware of. Having only found this game this past week, it's a lot to go through.
Also, will there be a way to import maps from the LoG1 editor to the LoG2 editor? It'd be nice to not have to recreate dungeons that I'd like you use/upgrade, y'know?
LoG1 Resources and dungeon import
Re: LoG1 Resources and dungeon import
By all means, play the game through before tinkering in the level editor... Once you understand how the magic trick works, it's never the same. You should see the game shine before you start viewing it analytically out of habit.
It's possible they will retain them all; it's be very nice indeed if they included them all in the Grimrock2 asset pact; whether in the second game or not.
I kind of think that they will keep the stock wall sets as options for the editor; albeit perhaps tweaked for the new engine. However... it may be that the animated mesh format is changed a bit; so perhaps the old monsters might not work in the engine ~unedited.
This is all just a guess, of course.
It's possible they will retain them all; it's be very nice indeed if they included them all in the Grimrock2 asset pact; whether in the second game or not.
I kind of think that they will keep the stock wall sets as options for the editor; albeit perhaps tweaked for the new engine. However... it may be that the animated mesh format is changed a bit; so perhaps the old monsters might not work in the engine ~unedited.
This is all just a guess, of course.