Search found 2927 matches

by Isaac
Mon Jul 06, 2020 9:51 am
Forum: Custom Dungeons
Topic: [MOD] The One Room Round Robin Part 3
Replies: 328
Views: 62540

Re: [MOD] The One Room Round Robin Part 3

Indeed! Welcome back. 8-)
by Isaac
Wed Jun 17, 2020 5:46 pm
Forum: Mod Creation
Topic: Blender 2.71 - Importer / Exporter (1.4.4)
Replies: 101
Views: 63384

Re: Blender 2.71 - Importer / Exporter (1.4.4)

Select the armature, then use the plugin to select/import the animation. You don't need to specify the animation format when importing.
by Isaac
Tue Jun 16, 2020 7:33 pm
Forum: Mod Creation
Topic: Blender 2.71 - Importer / Exporter (1.4.4)
Replies: 101
Views: 63384

Re: Blender 2.71 - Importer / Exporter (1.4.4)

If you mean the LoG1 asset pack, there is: http://www.grimrock.net/modding_log1/asset-pack/

If you mean, is there a separate Blender plugin? No; the Bitcopy script imports & exports assets for both games.
(But you have to specify which animation format; LoG1, or LoG2.)
by Isaac
Sun Jun 14, 2020 10:07 pm
Forum: Mod Creation
Topic: Creating Custom assets (monsters, objects and items)
Replies: 14
Views: 2377

Re: Creating Custom assets (monsters, objects and items)

You must apply the scale in Blender, before exporting. With the object selected, press <CTRL> + A, to apply the scale; IE, to adjust the model scale to 1,1,1. https://dl.dropboxusercontent.com/s/pwen73cq2p8xjv3/Apply_Scale.jpg ______________ Getting monsters to hold a weapon (rudimentarily)... is th...
by Isaac
Sun Jun 14, 2020 5:05 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3489
Views: 915722

Re: Ask a simple question, get a simple answer

There are many ways to implement this. It depends on the behavior that you want. Will the player know to precisely center the figurine, or should they not have any clue that it needs to be centered? (Would whole-tile item centering spoil it, or instead be what you need?) Should other objects also be...
by Isaac
Sun Jun 14, 2020 1:52 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3489
Views: 915722

Re: Ask a simple question, get a simple answer

You need to place them?... or does the player need to place—or re-place them? Even so, the socket component is probably what you need. You can position the socket to precisely anywhere, and there can be more than one socket. The socket(ed) object need not even be visible. If you elaborate with the e...
by Isaac
Sun Jun 14, 2020 3:22 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3489
Views: 915722

Re: Ask a simple question, get a simple answer

If this is an object on a shrine or carefully placed, then just use a socket component instead of a surface component.

Image
by Isaac
Mon Jun 08, 2020 5:35 pm
Forum: Modding
Topic: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH
Replies: 514
Views: 359644

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Komag wrote:
Mon Jun 08, 2020 11:34 am
Interesting! I suppose some sort of partial clue that your attempts are in the right direction would be good, such as the tapestry moving a little (and then back) to partially show that something indeed is behind it...
Skuggs created animated tapestry models. ;) They are used in the ORRR3.
by Isaac
Sat Jun 06, 2020 9:04 pm
Forum: Mod Creation
Topic: Creating Custom assets (monsters, objects and items)
Replies: 14
Views: 2377

Re: Creating Custom assets (monsters, objects and items)

The function expects the object's item component; not the object itself. So... --example local champion = party.party:getChampion(1) champion:removeItem(champion:getItem(1).go.item) --removes the left-hand item from the top left champion. Listing of Item Slots, by name & number: https://github.com/J...
by Isaac
Mon Jun 01, 2020 5:00 am
Forum: Mod Creation
Topic: STUCK
Replies: 7
Views: 863

Re: STUCK

It's scripted to happen in the ORRR3, in the editor preview; it's not a normal feature. It is a dev/testing convenience.