Log2 custom conversion request

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msyblade
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Re: Log2 custom conversion request

Post by msyblade »

11, Give the assets a 2 letter prefix, like how skuggs does "sx_" before the town stuff, so it can be filtered out easily in the editor. Since this is other peoples work, you shouldn't use your own initials, something like "ph_mine_stuff" would be great. And thanks so much for converting those normals batty.
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Batty
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Re: Log2 custom conversion request

Post by Batty »

Yeah good idea msy, I put "ph_" as prefix for the Cozy Dungeon object defs.
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Eleven Warrior
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Re: Log2 custom conversion request

Post by Eleven Warrior »

msyblade wrote:
11, Give the assets a 2 letter prefix, like how skuggs does "sx_" before the town stuff, so it can be filtered out easily in the editor. Since this is other peoples work, you shouldn't use your own initials, something like "ph_mine_stuff" would be great. And thanks so much for converting those normals batty.
Yeah look I used the (old) word otherewise there would have been a very long list of MINE objects. I did not think initials as anything just to separate the
mine_wall_1 to old_mine_wall_1 no offence to anyone intended here. I did not think to put ph_mine_wall_1, also I will change the name of all objects.

Sorry for causing any trouble.
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Eleven Warrior
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Re: Log2 custom conversion request

Post by Eleven Warrior »

Ok hi. I have finished the Mine Set. I have added a few things to the Set, which don't have to be part of it but makes it look a little better in some areas. I do hope Phitt does not mind? If so ill remove them ASAP. I will upload this Set in the next day ok.

NOTE: Minmay I would like you to look at the objects lua file and tell me if everything is alright please :)

1 - Added Occluders to Walls, Ceilings and Floors and they work as expected.
2 - Some objects now have Minimal Save State, I might put this command on all the objects, but sure if I need to.
3 - I have got the 2 Secret Buttons to work now, by offset = vec (0.4, 1.72,0), and thank god for debugDraw = true, I can see the actual button model which makes it easy to do the offset :)
4 - I have stretched the the model (ph_mine_rock_blockage01) up 1 and 2 heights and made them pillars for Rocky wall and ceiling tiles. They look sort of ok and are not part of the original Mine Set. Well I mean they were not intend to be that way. If know likes them I will remove.
5 - Added a Exploding Crate using one of the Mine Crates (ph_mine_crates_exploding). I changed 1 of the textures in the Crate using the Hive texture.
6 - Added Wood Wall edges for Leveled Floors: ph_mine_wall_edge, ph_mine_wall_edge_floor_levels, ph_mine_wall_edge_floor_levelsa. I had to use blender to delete the ph_mine_wall_workplace03 wall and keep the Wood Beam, hope this is not a problem if it is ill remove it ASAP.
7 - The Mine Floor Pit was weird when I fist put it in so I used the dungeon 1 instead and did this: (materialOverrides = { dungeon_stone_slabs_01 = "MineRock"},). Someone else may want to fix it.
8 - Volcanos and Smokers are working, but I did not use the original Particles or Lights, and had to offset vec for the objects: (ph_mine_volcano01_a) and the others. The Smoke particle is from the torch and I increased the air resistance to 1 and it blows to the side. I can change this if so.
9 - Added Wall Side Rocks for the Rocky Tile Set: (ph_mine_sidewall_rocks_) They are not the best but they make the floor and wall joins look at little better. Will remove if not needed.
10 - The Chasm Pits are in and I wonder are they all needed as I can create the Chasms with a few of them, but they are part of the Set so they stay.
11 - All the Props are now added in.
12 - I had trouble with the Mine Iron Door so I used the one from the assets pack.
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Drakkan
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Re: Log2 custom conversion request

Post by Drakkan »

Hi Eleven,
just checked the last version and I am impreesed. So much imporvements ! And also categories and all are quite clear so its easy to find what modders require. Also thanks for all these notes inside scripts ,really helpfull !
Btw in case you did not found, the tags are easy to use, you can define for each object any tags you want and it will make filtrable item inside editor. for example

tags = {"decoration"},
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Eleven Warrior
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Re: Log2 custom conversion request

Post by Eleven Warrior »

Hi Drakkan. Thank you for the compliment. Don't forget to thank Batty he did the new Occluders and the Normal Map Textures, awesome work might I add :)
Did you download the Version update 3 mate? That's the latest one err what am I saying it's the only one in my drop box lol.

1 - Yes I will start doing the (tags) now I was just trying to get the Set out so people could use it.

2 - I am going to make a Add on Decorations pack for this Set eg: Wood rails that are angled down to give the look of broken, X Wood rail and some new flame FX for vocanos etc...
Side wall rocks from Germanny's Dm pack but retextured if he does not mind and retextures rocks from the LOG 2 pack.

3 - Thxs to Minmay for helping me with Objects coding, he has taught me a valuable lesson, never assume it's finished if you don't know what your doing. Also he helped me find the cfg file so now I can test fps in the editor (wish I had that before lol).

4 - I am also going to redo the Draw Tiles I am still not happy with them ATM.

5 - I would like to know how in Blender I can merge to models together for a new Draw Wall/Floor Tile eg: ph_mine_wall_basic Merged with ph_mine_wall_deco01 to make one new model any help on this would be most appreciated :)
minmay
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Re: Log2 custom conversion request

Post by minmay »

Eleven Warrior wrote:5 - I would like to know how in Blender I can merge to models together for a new Draw Wall/Floor Tile eg: ph_mine_wall_basic Merged with ph_mine_wall_deco01 to make one new model any help on this would be most appreciated :)
Just import both models into the same scene, and in the Scene drop-down menu, drag and drop the second model's RootNode (which will be named RootNode.001) to the first model's RootNode to make the second one a child. If you're using bitcpy's importer/exporter you can delete the now-empty game_matrix.001 after that.
To merge two (or more) meshes into one just select both of them in object mode and press Ctrl+j.
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Eleven Warrior
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Re: Log2 custom conversion request

Post by Eleven Warrior »

Thxs again Minmay it's working and looks awesome to mate :) 5 Kudos. I think ill just buy that Kudos Shop in town.
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Eleven Warrior
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Re: Log2 custom conversion request

Post by Eleven Warrior »

Hi all. I am now 3 quarters through the Sx Town Set and it's going good, just waiting for the normal texture maps from batty (god help him there's heaps) and we will be half done.

1 - I have had to adjust some models in GMT to certain height or lowered them eg Walls, pillars so the Modder can build 2, 3 stories high and adjusted the setvec of some as well. What happens is the wall has to be lowered other wise there is gap between lev 1 wall and lev 2 wall. The pillars don't have a bottom on them so I need someone to add a bottom onto the pillar(s)

2 - The Buttons have been fixed.
3 - Working on the Draw Tile Set.
4 - Redid the flames on the lanterns.

5 - Still having problems with the Swing Door. This is most important to this set as it's the biggest main feature. God I love it. I only want the lever sound play when the door opens and closes. NEED MASIVE HELP ON THIS PLEASE........

6 - I will be adding the models from mysblade town set as well.

7 - I am having trouble on deciding which objects will remain solid and not solid eg: wall that wont be on the floor but up 1 high. Ill talk to Minmay about this and Batty they should be able to help me decide which is better.

8 - Redid Occluders and savestates etc.....
9 - I need a Roof object to cover the roof of made buildings as Drakkan requested but I am having trouble making one if someone could help me on this most appreciated. The roof wall looks ok at level 1 but if you have a wall set at level 2 and a ladder on the wall look down at the top of the roof of the building there is a Hole....in the middle.

Hopefully ill have it done in 1 week for you guys, but I need to fully test it out with all your help. Will put a new update here soon :)
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Eleven Warrior
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Re: Log2 custom conversion request

Post by Eleven Warrior »

Sorry but....Bump Up..
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