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[Open Letter] Grimrock 2 Mod Tools
Posted: Fri Jun 20, 2014 8:45 pm
by Paticus
So Legend of Grimrock was an amazing game, but one of the things that to me stood out was the dungeon creation kit.
I've been enthralled with the modding community for as long as I've been gaming and I had an open letter to everyone here, and most importantly to the developers.
For the Devs (who always seem so avaliable

), is there anything you guys learned about making the modding tools for LoG1 that will help improve and streamline the experience for modders in Grimrock 2? And is there anything you can tell us ahead of time that might make some of us more artistically inclined patrons mouth water?
And for everyone here, what would you specifically like to see? I for one wouldn't mind seeing how the more open enviroments play out as far as making customs "dungeons" go.

Re: [Open Letter] Grimrock 2 Mod Tools
Posted: Fri Jun 20, 2014 8:56 pm
by Isaac
They've already mentioned a few features of the toolkit that are highly anticipated!
- Over 1000 API functions
- A component model that allows for external sourced scripts and a modular approach to custom object creation.

Re: [Open Letter] Grimrock 2 Mod Tools
Posted: Sat Jun 21, 2014 11:56 am
by petri
So many things have changed, I'll just cherrypick these:
Elevation support: you can build complex spaces with floors and ceiling at different heights.
Water.
Fewer hardcoded features.
All object properties can be modified from scripts.
Component model: build complex object from models, sounds, particles, clickables, animations, etc.
Animation event system which allows executing custom Lua code.
...
Re: [Open Letter] Grimrock 2 Mod Tools
Posted: Sat Jun 21, 2014 3:17 pm
by Paticus
petri wrote:So many things have changed, I'll just cherrypick these:
Elevation support: you can build complex spaces with floors and ceiling at different heights.
Water.
Fewer hardcoded features.
All object properties can be modified from scripts.
Component model: build complex object from models, sounds, particles, clickables, animations, etc.
Animation event system which allows executing custom Lua code.
...
So with regards to component models, what I am assuming here is that you could script say... a spear hanging on the wall to trigger something?
Re: [Open Letter] Grimrock 2 Mod Tools
Posted: Sat Jun 21, 2014 3:35 pm
by Isaac
Paticus wrote:So with regards to component models, what I am assuming here is that you could script say... a spear hanging on the wall to trigger something?
It would seem like you could script an elevator with animated chains and gears ~if you provide the 3d assets. Or perhaps script an NPC merchant shop with inventory screen; or a mercenary camp.
petri wrote:...
Is there any chance that the creature skeletons [weighted animations] could be in the asset pak? Such that an animator could add custom animations to an official creature, or adapt the skeleton to a custom one?
Re: [Open Letter] Grimrock 2 Mod Tools
Posted: Sat Jun 21, 2014 6:31 pm
by Sol_HSA
You mention water - can dungeons get flooded?
Re: [Open Letter] Grimrock 2 Mod Tools
Posted: Sat Jun 21, 2014 7:05 pm
by Paticus
Sol_HSA wrote:You mention water - can dungeons get flooded?
I hope that doesn't mean we have to put points into swimming.
Re: [Open Letter] Grimrock 2 Mod Tools
Posted: Sat Jun 21, 2014 7:50 pm
by Isaac
Sol_HSA wrote:You mention water - can dungeons get flooded?
This can be done in LoG1, so it's a fair guess that it will be easier to do in LoG2.

Re: [Open Letter] Grimrock 2 Mod Tools
Posted: Tue Jun 24, 2014 2:37 pm
by Leki
Isaac wrote:Is there any chance that the creature skeletons [weighted animations] could be in the asset pak? Such that an animator could add custom animations to an official creature, or adapt the skeleton to a custom one?
This is already supported in LoG 1. You can find all monsters and theirs animations in asset pack - this one: viewtopic.php?f=14&t=6304 is custom skeleton who uses mixture of asset pack animations of skeleton archer (let me say 'legs' and walking) and custom animations ('hands' - sword and shield + special animations).
This one: viewtopic.php?f=14&t=6572 is "asset pack spider" with his model and animations (used for "floor movements") + custom animations for "ceiling and wall movement/attack animations".
With component method you will add brain and animations in one monster, so you no need to use LoG 1 "smart monster method" viewtopic.php?f=14&t=6563 .
Re: [Open Letter] Grimrock 2 Mod Tools
Posted: Tue Jun 24, 2014 3:00 pm
by Isaac
Leki wrote:This is already supported in LoG 1. You can find all monsters and theirs animations in asset pack - this one: viewtopic.php?f=14&t=6304 is custom skeleton who uses mixture of asset pack animations of skeleton archer (let me say 'legs' and walking) and custom animations ('hands' - sword and shield + special animations).
This one: viewtopic.php?f=14&t=6572 is "asset pack spider" with his model and animations (used for "floor movements") + custom animations for "ceiling and wall movement/attack animations".
Except that it is all in native game format, and impossible to convert to something editable in Blender; not without a commercial tool like 3Dstudio and/or custom scripted exporters.
I meant having the data in a readily importable standard format like FBX, or other.