[MOD] Cursed Goromorg Temple (unfinished)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Eightball
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[MOD] Cursed Goromorg Temple (unfinished)

Post by Eightball »

Currently up on steam for playtesting. I haven't finished adding some story notes (in what is most recently done) and minor detail fixes to what's up there, but it's 90% complete in what's up there. The dungeon is unfinished though, in that I have only four of the five planned towers completed and I'm only just beginning on the fifth. It's only about eight levels deep, but begins on the ground level and goes up (think towers not dungeons). I recommend beginning the game with characters that already have a few levels on them (3-5th), but starter champions won't be impossible to use.

This dungeon is my first mod ever. So I left it much in the realm of what was already available in the asset pack, and it takes place in the same world as Grimrock (perhaps an alternate Grimrock, depending on what is revealed by AH in the future). I did however alter or add a few new textures, added spells I found here on the forums and imported a few cool creatures the mod community has made.

Anyway, I hope you enjoy what's there, because I hope it encourages me to finish what's not!
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Eightball
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Re: [MOD] Cursed Goromorg Temple (unfinished)

Post by Eightball »

I'm sure this question has been asked before, but I can't find it.
Are the grimrock 1 custom dungeons compatible with grimrock 2 so that I don't have to start all over with my old, unfinished, mod? I'd like to use what I had on the new dungeon editor to do exteriors.
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THOM
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Re: [MOD] Cursed Goromorg Temple (unfinished)

Post by THOM »

Well - the object-definitions of LoG1 and LoG2 are different - because you have to define components now for each.

Normalmaps for textures have changed a bit, so you will have to work on them, too.

Not all objects of LoG1 are available in LoG2. So you will have to recreate some.

And you can't re-use old editor-maps.

So you see - you will have to spend some time, to re-do your old mod in the new environment...
THOM formaly known as tschrage
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minmay
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Re: [MOD] Cursed Goromorg Temple (unfinished)

Post by minmay »

Eightball wrote:I'm sure this question has been asked before, but I can't find it.
Are the grimrock 1 custom dungeons compatible with grimrock 2 so that I don't have to start all over with my old, unfinished, mod? I'd like to use what I had on the new dungeon editor to do exteriors.
No. It would be fairly trivial to write a script to automatically convert your dungeon.lua, but not assets; most Grimrock 1 classes do not have precisely equivalent components. The only classes with components that behave basically the same are Counter, Decoration, Receptor, ScriptEntity, Secret, Spawner, Timer, and WallText. You can imitate Grimrock 1 behaviour for lots of classes (Alcove, Button, FX, Lever, LightSource, Lock, TorchHolder, maybe some others) but I don't recommend doing so since it would confuse the hell out of your players for Button/Lever/Lock, and be completely pointless for the others.
Party movement, camera, etc. have changed anyway in Grimrock 2. So it doesn't make much sense to try to enforce Grimrock 1 rules on it.
THOM wrote:Normalmaps for textures have changed a bit, so you will have to work on them, too.
This is trivial. All you have to do is invert the green channel, then save the green channel as alpha and the red channel as green (just zero out the other channels).
Grimrock 1 dungeon
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Eightball
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Re: [MOD] Cursed Goromorg Temple (unfinished)

Post by Eightball »

So it's pointless extra work to try to transfer it all, but sounds like it's doable to at least keep the maps themselves so that I have something to start with? Well, that's not too bad.

Edit: I have no idea what red channel, green channel, and alpha channel is or how to access them in dungeon.lua in order to transfer the basic maps.

Edit: Ah, perhaps you were talking about models and textures such as the discussion I just found here (viewtopic.php?f=22&t=9511). I was mostly wondering if I could keep the floor plan maps. But after looking at the Grim2 editor, I'm thinking the answer is probably not. Time to finish my grim1 mod and call it "part 1" in an epic miniseries that leads to "part 2" using grim2 editor.
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