Page 2 of 2

Re: Hi!

Posted: Fri Nov 23, 2012 11:08 pm
by Osvir
Wow, thank you all for the posts, lots of juicy information. Been looking into it a little bit and starting to get a slippery grasp, managed to make the Fire_Lizard appear in the game, managed to put a texture on a wall as well but when I try to preview it in LoG Editor it crashes and sends me an error.log. Haven't tried it without previewing (in-game), but I have reason to believe it won't.

The issue is the Lua scripts, I don't know what to put where and how, opened up the "wall_sets.lua" and just copied everything that defined the "dungeon" wall_set, and then replaced it with my own wall "set" (it's just 1 piece for testing) = crash. Removing the texture line, and it works fine so I know for sure that I'm writing that define completely wrong, and I seem to be missing some sort of model file or something.

Where do I define wall models? Or rather, how? I look at the Firelizard and it talks about "immunity to fire" and "health" etc. etc. but a Wall isn't a creature... does it go into the "Monsters" sub-folders as well or...? I'm having a bit of a logistics to learn :P

Otherwise, working on a map with the built-in assets (including the Pack) without scripting and more atmospheric/story. Cage of Kharak.

Re: Hi!

Posted: Fri Nov 23, 2012 11:15 pm
by Komag
in order to replace a texture you need the new texture and you need to place the texture on the model, in this case the wall model. you can do that using the GMT (grimrock model toolkit)

Re: Hi!

Posted: Sat Nov 24, 2012 3:01 am
by Neikun
I really would like to provide help for your issues in real time.
Personally, I find if difficult to describe how to do something without doing it at the same time.

Re: Hi!

Posted: Sat Nov 24, 2012 8:19 am
by Osvir
I would love to Neikun, I'll send you a PM.

@Komag: Yes, I did the Fire Lizard tutorial and it worked fine, however, I feel it didn't apply to Wall_Sets or the Wall Models. Unless I can simply remove the "Health" and "Immunity" sections. Brick by brick :)

Re: Hi!

Posted: Sat Nov 24, 2012 8:54 am
by Asteroth
Here are some sample scripts from my corrupt wallset(as in evil, not messed up):
Wall_sets.lua:

Code: Select all

defineWallSet{
	name = "corrupt",
	randomFloorFacing = true,
	
	floors = {
		"mod_assets/models/corrupt_floor_01.fbx", 5,
		"mod_assets/models/corrupt_floor_02.fbx", 5,
		"mod_assets/models/corrupt_floor_03.fbx", 5,
		"mod_assets/models/corrupt_floor_04.fbx", 5,
		"mod_assets/models/corrupt_floor_05.fbx", 5,
		"mod_assets/models/corrupt_floor_06.fbx", 5,
		"mod_assets/models/corrupt_floor_drainage.fbx", 1,
	},
	
	walls = {
		"mod_assets/models/corrupt_wall_01.fbx", 50,
		"mod_assets/models/corrupt_wall_drainage.fbx", 1,
	},
	
	pillars = {
		"mod_assets/models/corrupt_pillar.fbx", 1,
	},

	ceilings = {
		"mod_assets/models/corrupt_ceiling.fbx", 1,
	},
	
	ceilingShafts = {
		"mod_assets/models/corrupt_ceiling_pit.fbx", 1,
	},

	floorDecorations = {
	},
	
	wallDecorations = {
		"mod_assets/models/rustymetal_hooks_wall.fbx", 1,
		"mod_assets/models/rustymetal_hooks_chain_wall.fbx", 1,
	},
	
	pillarDecorations = {
		"mod_assets/models/rustymetal_hook_pillar.fbx", 1,
		"mod_assets/models/rustymetal_hook_chain_pillar.fbx", 1,
		"mod_assets/models/rustymetal_ring_pillar.fbx", 1,
	},
}
And materials.lua:

Code: Select all

defineMaterial{
	name = "corrupt_wall_01",

	diffuseMap = "mod_assets/textures/brickwallcorrupt_stone_root_dif.tga",

	specularMap = "assets/textures/env/brickwall_stone_root_spec.tga",

	normalMap = "assets/textures/env/brickwall_stone_root_normal.tga",

	doubleSided = false,

	lighting = true,

	alphaTest = false,

	blendMode = "Opaque",

	textureAddressMode = "Wrap",

	glossiness = 15,

	depthBias = 0,

}
This is pretty standard for how materials work. Just add another wall piece to the wallset list if you want more or remove for less.

Re: Hi!

Posted: Sat Nov 24, 2012 2:01 pm
by SpiderFighter
Welcome! Don't be afraid to ask anything in these hallowed halls; not only is the community quick to rally together to answer, but I've seen the devs pop on more than once to offer suggestions as well. You've probably already found this, but it's worth poting out again: There is a ton of information to be found in Komag's Editing Superthread, and it's constantly updated to reflect new, useful threads.
JohnWordsworth wrote:I've not seen any of the customary "RTFM" or "Well, I know how to do it but I'm not going to tell you how" posts that you seem to get in most other forums - so don't be afraid to ask any questions if you come up against a brick wall when trying to accomplish something.

Lands of Lore is an awesome game. I'm not sure if it's nostalgia transformation or not, but I remember it being damn hard in places! I never did finish it. But you've inspired me to see if GOG has it available.
You beat me to the comment about "RTFM!" Also, Gog has all 3 LoL games...and they still play very well, even after all these years. :) You also might want to check out the Ishar compilation. It's a series of German games similar to LoL, EotB, and DM that are beautifully designed, unforgiving, and have advanced graphics and engines (for their time). Very underrated and very much worth the price (4 games for less than $6 US).

Re: Hi!

Posted: Sat Nov 24, 2012 2:13 pm
by Xanathar
Very underrated and very much worth the price (4 games for less than $6 US).
Read this and I immediately went to GoG to buy it. And it said be "game owned - redownload?". Meh, I have a compulsive buying problem as far as old games go :lol:

Re: Hi!

Posted: Sat Nov 24, 2012 2:31 pm
by Komag
Ha ha, that's too funny! I've bought multiple books that way, my wife told me I already have that one, I'm like "I oughta know what books I own, I'm buying this one" and I get home and see the other one on the shelf!