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Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 11:47 am
by FeMaiden
well actually, i did add that objects/base.lua file.

I did not realize it but in my previous post i pasted a section of text that listed all the "required files"
they are right there in my post above.

however...I just pasted every single one of those "Required files" into my init .lua and it still won't work.


it only works if I load the whole pack at once.

so it seems as if there's anothe rrequired file I'm missing

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 11:58 am
by FeMaiden
well, i think I found one of my problems...
the text file says to import all the required files and it says

"assets/scripts/items/base.lua"

when it should say

"mod_assets/dmcsb_pack/scripts/objects/base.lua"




I fixed it and not it says i'm missing

"mod_assets/dmcsb_pack/scripts/objects/generic.lua"

and when i look in the folder, that file does not even exist

then i removed the line in the init for importing the generic.lua file

and I get a message says i'm missing

"mod_assets/dmcsb_pack/scripts/objects/misc_weapons.lua"
and that file does not exist either


all the other "required files" from that list exist. I look in the folders and there they are. but these 2 files don't exist.

it seems like I have to load up the entire asset pack...or none of it. it's the only way i can open my dungeon

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 12:20 pm
by Dr.Disaster
Carefull!

The required lines starting with "assets/scripts" refer to stuff from the game's own library. As Germanny stated you need to add them or his tileset will not work. Do NOT "fix" anything there!


I added these lines to a demo dungeon of mine

Code: Select all

import "mod_assets/dmcsb_pack/scripts/objects/base.lua"
import "mod_assets/dmcsb_pack/scripts/materials/items.lua"
import "mod_assets/dmcsb_pack/scripts/items/weapons.lua"
after the default lines created by the editor and Germanny's weapons work fine.

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 12:52 pm
by FeMaiden
so, right now this is a clean init.lua file...


-- This file has been generated by Dungeon Editor 2.2.4

-- import standard assets
import "assets/scripts/standard_assets.lua"

-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/tiles.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"



if I do this

-- This file has been generated by Dungeon Editor 2.2.4

-- import standard assets
import "assets/scripts/standard_assets.lua"

-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/tiles.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
import "mod_assets/dmcsb_pack/scripts/objects/base.lua"
import "mod_assets/dmcsb_pack/scripts/items/weapons.lua"



well..it actually works. I can place the weapons and use them.
but the items are missing their models or textures or something,
they all just look like grey outlines of themselves when laying on the ground.

also, i want to use the beds, and those seem to be in the surfaces.lua
but if I do this



-- This file has been generated by Dungeon Editor 2.2.4

-- import standard assets
import "assets/scripts/standard_assets.lua"

-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/tiles.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
import "mod_assets/dmcsb_pack/scripts/objects/base.lua"
import "mod_assets/dmcsb_pack/scripts/items/weapons.lua"
import "mod_assets/dmcsb_pack/scripts/objects/misc.lua"
import "mod_assets/dmcsb_pack/scripts/objects/surfaces.lua"


i'm able to use the beds, but the beds look like grey outlines of themselves

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 1:12 pm
by Dr.Disaster
You need to add the files that define the textures like i did.

Put

Code: Select all

import "mod_assets/dmcsb_pack/scripts/materials/env.lua"
import "mod_assets/dmcsb_pack/scripts/materials/items.lua"
before the files defining weapons and beds.

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 1:13 pm
by THOM
Everything visible on the map consist at least of three parts: the model (gives the visible shape), the texture (gives the detailed and coloured skin), the object-definition itself. (Sometimes there are also particle-definitions or other things needed...)

In the main campaign the structure is like that: In the object definition is a file-path written, that points to the model. This model must be present in your mod_assets folder. The model is skined with a material, that has to be defined somewhere (in the main-campaign in the "material"-file). For this material a texture-file (a grafic) has to be present in your mod_assets folder because the definition contains the path that points to this file.

So, after you have copied over the definition for the object you also have to make sure, that the mentioned models are copied over into you mod_assets folder and that the material-definitions and their texture-files are present.

Mind that all files from the main-campaign are already present in the game. Therefore their paths in their definitions arn't starting with "mod_assets/..." but with "assets/..."

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 3:52 pm
by FeMaiden
THOM wrote:Everything visible on the map consist at least of three parts: the model (gives the visible shape), the texture (gives the detailed and coloured skin), the object-definition itself. (Sometimes there are also particle-definitions or other things needed...)

In the main campaign the structure is like that: In the object definition is a file-path written, that points to the model. This model must be present in your mod_assets folder. The model is skined with a material, that has to be defined somewhere (in the main-campaign in the "material"-file). For this material a texture-file (a grafic) has to be present in your mod_assets folder because the definition contains the path that points to this file.

So, after you have copied over the definition for the object you also have to make sure, that the mentioned models are copied over into you mod_assets folder and that the material-definitions and their texture-files are present.

Mind that all files from the main-campaign are already present in the game. Therefore their paths in their definitions arn't starting with "mod_assets/..." but with "assets/..."

well, if ll those files with path names assest/scripts are all the normal files already present in the game then why did they have to be so confusing about it and say "all this things are required in yout init.lua" when they are NOT required because they alreayd exist in the game assets?

meanwhile it's not at all explained at all, the read me warns you not to use ALL the resources and only pick some of them to imports but then goes into that whole rigamarole of telling you to import files that you don;t even have to, but then does not tell you about the specific files that you DO need to import...and then all you guys talk like it's so frigging simple

Re: beach secret doors and other questions

Posted: Mon Oct 26, 2015 4:21 pm
by THOM
When you have istalled the Game, alle files of the main-campaign are on your computer. The files! But to use them you still have to load definitions. Otherwise the engine won't find the files and doesn't know what to do with them. Thats why you need the definitions, thats why they are located in the init-file.

Modders like me load the definitions from the main-campaign from a different spot (this time from the mod_asset folder). This way you do not use the already present definition-files from the asset-folder but your own ones. That means you can change settings for objects of the main-campaign. You can also delete objects that you do not need.

Concerning the adding of new assets: usually the author has prepared the installation of the whole bunch. If you need all the stuff it is very simple: Just follow the installation guide and that's it. But it is unwise to install germannys full pack if you just need - let's say - two weappons. In this case you have to alter the installing routine by your own. By deleting not used definition files, and inside the files by deleting not used definitions. And you just have to copy over the models and textures you really need.

Re: beach secret doors and other questions

Posted: Tue Oct 27, 2015 1:33 am
by FeMaiden
my point was that the readme had a huge list of lines that it said were "required" to be in the init.lua.
when I placed those lines in the init.lua, it caused problems.
because in reality, those things were already being automaically done for me by the editior itself.
so I don't understand why that part of the readme even exists.

all I needed was

import "mod_assets/dmcsb_pack/scripts/objects/base.lua"
import "mod_assets/dmcsb_pack/scripts/items/weapons.lua"
import "mod_assets/dmcsb_pack/scripts/objects/misc.lua"
import "mod_assets/dmcsb_pack/scripts/objects/surfaces.lua"
import "mod_assets/dmcsb_pack/scripts/materials/env.lua"
import "mod_assets/dmcsb_pack/scripts/materials/items.lua"


I did not realize that the files in "materials" were the "textures"

are you saying that list of "Required files" its for people who go deep into the file manipulations and change stuff around in the main files and the list of stuff was not a list of things you need to add, but merely a warning as to not remove these things?

I got what i wanted by just adding the 6 lines of code. I just wanted the weapons and the surfaces. I considered importing the armors but i'm having enough writer's block as it is trying to decide what loot to give out where...

in the end. I got the assets I wanted so, i'm moving on. my mod has been at an almost complete standstill for 3 days.

I thought this would be easy, just paint a tile map, place monsters and objects, do some light scripting and BAM I have a custom dungeon.
I didn't realize I was gonna need a masters degree in computer science, theoretical physics and advanced mathematics

Re: beach secret doors and other questions

Posted: Tue Oct 27, 2015 2:20 am
by THOM
If you think, you have already reached the stage of computer science -- good luck...