Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
Mmmhh ... in LoG1, objects "class" ( if I understand what you expect ) are in LoG2, the "traits" ( for items ) ...
For all others, i don't think that got a specific "object" trait anymore. As php4, the classes ( here the components ) defining by their group, the object specifications. I think that there's no "main" class ( just modify the class order in the definition to place one of them on the top of classes ).
Exemple for walls, as in defineObject, there's no way to define it like a "wall" oject class ( unlike LoG1 ) exept in addin the model in the tile definition under the "wall" class. You also have what you could call "main" classes like door, pit, item, button components, that what we have mostly closer to a LoG1 object class ...
When I create an object and define it, I make it door by adding "door" component, that's the only way to grimrock to recognise my door ... as a door.
For all others, i don't think that got a specific "object" trait anymore. As php4, the classes ( here the components ) defining by their group, the object specifications. I think that there's no "main" class ( just modify the class order in the definition to place one of them on the top of classes ).
Exemple for walls, as in defineObject, there's no way to define it like a "wall" oject class ( unlike LoG1 ) exept in addin the model in the tile definition under the "wall" class. You also have what you could call "main" classes like door, pit, item, button components, that what we have mostly closer to a LoG1 object class ...
When I create an object and define it, I make it door by adding "door" component, that's the only way to grimrock to recognise my door ... as a door.
Re: Ask a simple question, get a simple answer
Very simple question. How do I take screenshots? Trying to get some shots of the world before publishing the mod. Looked in the help doc, wasnt there either. Also when captured where will they default too?
*Edit* I found it through mashing keys. F12 will capture the screen for anyone curious. Then hit shift tab
*Edit* I found it through mashing keys. F12 will capture the screen for anyone curious. Then hit shift tab
Re: Ask a simple question, get a simple answer
I would really love to know exactly how you do this. Still having a devil of a time defining custom objects and their graphics.Doridion wrote:Aaa ...... NutJob ? When I want to know all the classes of something in the editor, i just add the item/object/etc on the map, and see names of all the classes in the object properties
@ Echoplex:
I have always just used "Alt + Print Screen" to take screenshots, this copies the image to your "copy/paste" function. Then just open an image editor (I use paint.net for simple stuff) and hit Ctrl + v to paste it in.
Re: Ask a simple question, get a simple answer
I'm starting modding, and I have 3 quick questions, about what I want to do (sorry if those questions were already posted somewhere, but I found nothing) :
- I've read that we can "disable" champions. Does it mean that the player can start the journey "alone" ?
- Also, does it mean that we can have new companions during the journey ?
- I want to have a new spell system. Can I change the drawn panel shown in the game (but keeping the same grid) ? And delete the old system to have a new one ?
Thanks in advance if someone can answer.
- I've read that we can "disable" champions. Does it mean that the player can start the journey "alone" ?
- Also, does it mean that we can have new companions during the journey ?
- I want to have a new spell system. Can I change the drawn panel shown in the game (but keeping the same grid) ? And delete the old system to have a new one ?
Thanks in advance if someone can answer.

Re: Ask a simple question, get a simple answer
I want to create a Wall Trigger that will activate a magic bridge after shooting the wall with projectile (stones, arrows, anything) but can't seem to get it working. The wall trigger has projectile collider set and it actually stops the projectiles mid-air but doesn't trigger the connected entities. Thanks
Re: Ask a simple question, get a simple answer
So here is my test item:
and it returns the error "mod_assets/scripts/items.lua:20: ' } ' expected (to close ' { ' at line 13) near 'description'" when I try to load it in the Editor.
I've tried placing another } but the count seems right to me, so what am I missing here?
EDIT: for some reason the class = "model", thing will not format properly in my post, but it's correct in the items.lua.
Code: Select all
defineObject{
name = "rustykey",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/key_brass.fbx",
},
{
class = "Item",
uiName = "Rusty_Key",
gfxAtlas = "assets/textures/items_atlas.dds",
gfxIndex = 5,
weight = 0.5,
traits = { "key" }
description = "This key has seen better days."
},
}
}
I've tried placing another } but the count seems right to me, so what am I missing here?
EDIT: for some reason the class = "model", thing will not format properly in my post, but it's correct in the items.lua.
Re: Ask a simple question, get a simple answer
Matlock19 wrote:So here is my test item:
and it returns the error "mod_assets/scripts/items.lua:20: ' } ' expected (to close ' { ' at line 13) near 'description'" when I try to load it in the Editor.Code: Select all
defineObject{ name = "rustykey", baseObject = "base_item", components = { { class = "Model", model = "assets/models/items/key_brass.fbx", }, { class = "Item", uiName = "Rusty_Key", gfxAtlas = "assets/textures/items_atlas.dds", gfxIndex = 5, weight = 0.5, traits = { "key" } description = "This key has seen better days." }, } }
I've tried placing another } but the count seems right to me, so what am I missing here?
EDIT: for some reason the class = "model", thing will not format properly in my post, but it's correct in the items.lua.
Code: Select all
defineObject{
name = "rustykey",
-- If you give a new model to an item, don't give a based item ;)
components = {
{
class = "Model",
model = "assets/models/items/key_brass.fbx",
},
{
class = "Item",
uiName = "Rusty_Key",
gfxAtlas = "assets/textures/items_atlas.tga",
gfxIndex = 5,
weight = 0.5,
traits = { "key" },
description = "This key has seen better days.",
},
},
}

Last edited by Doridion on Tue Nov 11, 2014 11:41 pm, edited 2 times in total.
Re: Ask a simple question, get a simple answer
Commas are to separate, so you don't need them after the last property, bracket, class, etc.Matlock19 wrote:So here is my test item:
Code: Select all
defineObject{ name = "rustykey", baseObject = "base_item", components = { { class = "Model", model = "assets/models/items/key_brass.fbx" }, { class = "Item", uiName = "Rusty_Key", gfxAtlas = "assets/textures/items_atlas.dds", gfxIndex = 5, weight = 0.5, traits = { "key" }, description = "This key has seen better days." } } }
Re: Ask a simple question, get a simple answer
Thanks you guys, the map loads now, but when I try to place my new item I get this fun error and the editor crashes:
[string "Item.lua"]:0: File not found: assets/textures/items_atlas.dds
stack traceback:
[C]: in function 'load'
[string "Item.lua"]: in main chunk
[string "Component.lua"]: in function 'loadProperties'
[string "GameObject.lua"]: in function 'initComponents'
[string "Arch.lua"]: in function 'spawn'
[string "DungeonEditor.lua"]: in function 'addObjectTool'
[string "DungeonEditor.lua"]: in function 'mapView'
[string "DungeonEditor.lua"]: in function 'update'
[string "Grimrock.lua"]: in main chunk
I thought I did everything properly, what's this about? I'm lost at sea here. I thought the gfxAtlas was at "assets/textures/items_atlas.dds", but apparently that doesn't exist?
[string "Item.lua"]:0: File not found: assets/textures/items_atlas.dds
stack traceback:
[C]: in function 'load'
[string "Item.lua"]: in main chunk
[string "Component.lua"]: in function 'loadProperties'
[string "GameObject.lua"]: in function 'initComponents'
[string "Arch.lua"]: in function 'spawn'
[string "DungeonEditor.lua"]: in function 'addObjectTool'
[string "DungeonEditor.lua"]: in function 'mapView'
[string "DungeonEditor.lua"]: in function 'update'
[string "Grimrock.lua"]: in main chunk
I thought I did everything properly, what's this about? I'm lost at sea here. I thought the gfxAtlas was at "assets/textures/items_atlas.dds", but apparently that doesn't exist?

Re: Ask a simple question, get a simple answer
So, like I said above .....
Why ? Because :
Base_object is to use if you just modify some properties, not most of the classes like here ... so remove it ^^
After, the item_atlas.tga is important ^^ In all the coding definitions, you'll never use the .dds extension or .model or .animation extensions, but .tga for materials/pictures and .fbx for models and animations.
At least, yes, the right path is for the atlas is : assets/textures/gui/items_atlas.tga ( Forgot the /gui/ file in my precedent exemple ^^ )
I know that i'm a boring guy who's not writing very well and most often saying some errors, but ... sometimes ... i'm in the right way
Code: Select all
defineObject{
name = "rustykey",
-- If you give a new model to an item, don't give a based item ;)
components = {
{
class = "Model",
model = "assets/models/items/key_brass.fbx",
},
{
class = "Item",
uiName = "Rusty_Key",
gfxAtlas = "assets/textures/gui/items_atlas.tga",
gfxIndex = 5,
weight = 0.5,
traits = { "key" },
description = "This key has seen better days.",
},
},
}
Base_object is to use if you just modify some properties, not most of the classes like here ... so remove it ^^
After, the item_atlas.tga is important ^^ In all the coding definitions, you'll never use the .dds extension or .model or .animation extensions, but .tga for materials/pictures and .fbx for models and animations.
At least, yes, the right path is for the atlas is : assets/textures/gui/items_atlas.tga ( Forgot the /gui/ file in my precedent exemple ^^ )
I know that i'm a boring guy who's not writing very well and most often saying some errors, but ... sometimes ... i'm in the right way
