I assume that the North East corner is the one on the top right.
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- Fri Apr 02, 2021 6:49 pm
- Forum: Modding
- Topic: [MOD] The One Room Dungeon - Round 1 - RELEASED
- Replies: 211
- Views: 124209
- Fri Apr 02, 2021 6:05 pm
- Forum: Modding
- Topic: [MOD] The One Room Dungeon - Round 1 - RELEASED
- Replies: 211
- Views: 124209
Re: [MOD] The One Room Dungeon - Round 1 - RELEASED
I don't remember the details about ORRR1, but the directions, assuming up == North:
Code: Select all
NW N NE
W E
SW S SE
- Thu Mar 25, 2021 8:27 pm
- Forum: Mod Creation
- Topic: Blender importer/exporter [1.5.1]
- Replies: 12
- Views: 2721
Re: Blender importer/exporter [1.5.0]
...But thank you for your reply. No slight intended. You did state it in your post, (and I missed it). It's easy to miss the export format, and someone who has might even still phrase their question as you did... with or without the quotes. As for the image, I am not at home, and do not have access...
- Wed Mar 24, 2021 8:59 pm
- Forum: Mod Creation
- Topic: Blender importer/exporter [1.5.1]
- Replies: 12
- Views: 2721
Re: Blender importer/exporter [1.5.0]
The animation format was a principle change between LoG1 & 2. LoG2 animations won't work in LoG1.
In the animation export panel, you must select the animation format that you wish to export.

In the animation export panel, you must select the animation format that you wish to export.

- Mon Mar 15, 2021 8:12 pm
- Forum: Mod Creation
- Topic: Blender importer/exporter [1.5.1]
- Replies: 12
- Views: 2721
Re: Blender importer/exporter [1.5.0]
I am using Blender v 2.92.0, with the 1.5.0 script, and do not have this error.
(Import/Export of models & animation are working.)



Re: monsters
It's been a longLeki wrote: ↑Sun Mar 14, 2021 7:40 pmHope this one will help:
https://www.dropbox.com/s/ov0s0l6mk7iip ... NS.ms?dl=0


Welcome back.

- Sat Mar 13, 2021 6:23 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3753
- Views: 1478094
Re: Ask a simple question, get a simple answer
The custom spell (with impossible gesture) would certainly do it, but the nature of the effect is well suited to a being a character condition. As a condition, it can be easily applied to any champion, and effectively handles itself after that; it can also be detected (per champion). Since this is a...
- Wed Mar 10, 2021 9:09 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3753
- Views: 1478094
Re: Ask a simple question, get a simple answer
I got it working the way I want it 8-) Components can be removed if they are a problem. The object's position can be determined (or just influenced) with scripting. https://dl.dropboxusercontent.com/s/udlcdcy6b6z1zop/wav1.gif But for what you might be doing, a custom animated wall asset could be th...
- Wed Mar 10, 2021 2:22 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3753
- Views: 1478094
Re: Ask a simple question, get a simple answer
The object's offset vector could be used for this, or even the 2D subtileOffset. setSubtileOffset(x,y) This moves an object along a 2D x & y grid in a cell, but it's not a function of the projectile component. You would have to obtain the projectile object ID. *This is easier if using a script inste...
- Mon Mar 08, 2021 10:44 pm
- Forum: Custom Dungeons
- Topic: My opinion on LoG2 mods
- Replies: 5
- Views: 1694