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Re: [1.0] Germanny's Dungeon Master Resource for LoG2
Posted: Thu Jul 02, 2015 8:29 pm
by bongobeat
good work, thank you!
Re: [1.0] Germanny's Dungeon Master Resource for LoG2
Posted: Thu Jul 02, 2015 8:32 pm
by minmay
The mine conversion never got fixed, the only useful thing in that conversion is the textures. The rest of the assets would be faster to re-convert from scratch than to fix, none of the necessary work was done at all.
Re: [1.0] Germanny's Dungeon Master Resource for LoG2
Posted: Thu Jul 02, 2015 9:09 pm
by bongobeat
I think there is not very needed to convert the log 1 mine set which seems "obsolete" as there is already the log 2 mine tileset which looks better.
At least what can be imported are the props, rails, mine wagons or even volcano and smoker, table and beds.
If you want something similar by the color, why not define a new log2 mine tileset , and change the diffuse texture of pillars, walls and all what use the mine rock tile,
with a brown/red rock mine texture or any color you want?
Re: [1.0] Germanny's Dungeon Master Resource for LoG2
Posted: Fri Jul 03, 2015 1:33 am
by spectre900
The mod Mine is a lot more cozy than the vanilla Mine set. Plus it does have some cool assets that goes with it. (problems is it needs a rework/conversion on the textures or the lighting gets kinda messed up. Something which I don't really know much about on how to do.)
Re: [1.0] Germanny's Dungeon Master Resource for LoG2
Posted: Fri Jul 03, 2015 3:59 am
by Azel
Very thorough ReadMe.
I noticed this in the Licensing section:
5. This license may be modified or revoked by the licensor at any time with immediate effect.
Probably something to keep in mind should one decide to use a lot of these assets in their Mod.
Re: [1.0] Germanny's Dungeon Master Resource for LoG2
Posted: Fri Jul 03, 2015 9:52 am
by minmay
Azel wrote:Very thorough ReadMe.
I noticed this in the Licensing section:
5. This license may be modified or revoked by the licensor at any time with immediate effect.
Probably something to keep in mind should one decide to use a lot of these assets in their Mod.
I'm sure there are people better at explaining this than I am, but I'll give it a try: this doesn't mean we could successfully sue you for using the assets or C&D your mod, certainly not if you used the assets before the change to the license (and the chances of the license becoming less permissive are 0, as far as I'm concerned). It's there so that if we do something like re-releasing the assets under a new license, we don't have to worry as much about the old one.
A similar cause is in the
Grimrock modding terms and that applies to
all Grimrock mods:
We reserve the right to revise these rules at any time, with immediate and retroactive effect.
Re: [1.0] Germanny's Dungeon Master Resource for LoG2
Posted: Sat Jul 04, 2015 8:29 am
by Eleven Warrior
Well I for 1 have found many bugs with the set, but I care not to mention them. If you care to look closely you will see them as I have. As Minmay is the expert on this imam sure he would have to.
Why did you let these bugs get through imam not sure. Did you not think for one moment that someone would do it? Imma just checking every fine detail mate as it normal to do yeah
I have found 12 defaults already with you dungeon and counting. Sorry mate but we are not perfect yeah.
Re: [1.0] Germanny's Dungeon Master Resource for LoG2
Posted: Sat Jul 04, 2015 8:41 am
by Eleven Warrior
WOW I have found lots of issues lol gj Minamy
Re: [1.0] Germanny's Dungeon Master Resource for LoG2
Posted: Sat Jul 04, 2015 9:18 am
by minmay
The example dungeon is pretty zero-effort so it wouldn't be surprising if it actually did have some bugs =P
The actual conversion has had thorough tests run on pretty much every aspect of it, though, it should be very safe to use (and if someone does find an issue, future releases will be backwards compatible anyway).
Re: [1.0] Germanny's Dungeon Master Resource for LoG2
Posted: Sat Jul 04, 2015 11:39 am
by Dunkler
Nice work!
How comes that if i use for example the boulder or the skeleton_floor decoration in another mod that the model has no texture at all ?
All you can do in the define objekt script is to link the model and the icon.