Search found 537 matches

by Leki
Fri Nov 14, 2014 7:32 pm
Forum: Mod Creation
Topic: [TOOL] EDI TOOLS
Replies: 11
Views: 8860

[TOOL] EDI TOOLS

Edi Tools Custom Modding Tool by Leki Update 17.11.2014 http://www.youtube.com/v/dOWPW6uwWx0?rel=0;allowfullscreen="true";vq="large";frameborder="0" Direct Link to Video: http://youtu.be/dOWPW6uwWx0 While working on Dawn of Lore, I found that I need some tools first. You know that... e.g. You work ...
by Leki
Thu Nov 13, 2014 10:33 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3707
Views: 1254491

Re: Ask a simple question, get a simple answer

MasterworkStone wrote:Are new skills addable? or are we forever stuck with no unarmed skill?
Here:
viewtopic.php?f=22&t=8136&p=83046&hilit ... ing#p83044
by Leki
Thu Nov 13, 2014 10:17 am
Forum: Mod Creation
Topic: [TUTORIAL] How to make LoG2 Normal Maps
Replies: 28
Views: 23884

Re: [TUTORIAL] How to make LoG2 Normal Maps

Actually it's easy to google it if you know what you are looking for. Making normalmap in GIMP: http://www.youtube.com/v/8Jdo3ZmtPWk?rel=0;allowfullscreen="true";vq="large";frameborder="0" Direct Video Link Following FS2_Open Normalmap GIMP tutorial is important part of this article : GIMP offers a...
by Leki
Wed Nov 12, 2014 4:44 pm
Forum: Mod Creation
Topic: [SCRIPT] Automatic Elevator with Working LEDs
Replies: 14
Views: 10537

Re: [SCRIPT] Automatic Elevator with Working LEDs

Ninja, we really need bigger images... please, next time try 4K :roll:
by Leki
Mon Nov 10, 2014 2:19 am
Forum: Mod Creation
Topic: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
Replies: 53
Views: 33913

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Yes, and snails tentacles are going through the wall because of the animation etc...

... as I said: Enjoy. :twisted:
by Leki
Mon Nov 10, 2014 1:58 am
Forum: Mod Creation
Topic: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
Replies: 53
Views: 33913

[ASSETS] LOG 1 MONSTERS - Enhanced Edition

As petri noticed here we can freely use LoG 1 monsters in LoG2 mods. As you can see, it was easy to guess import scripts, but solving materials... well thats another story. Hope in next patch, missing assets will be added. How to: Just add into your init.lua following code: -- Import LOG 1 Monsters...
by Leki
Fri Nov 07, 2014 4:42 pm
Forum: Mod Creation
Topic: scripting new skill / class
Replies: 22
Views: 9566

Re: scripting new skill / class

Well... You were right petri, looking for the reason of this mess, I went through system and here is the true story: I made definition, It was ok, but the game wasnot updated! Looking for solution, after crashes I restarted game very first - and it happened few times. After last crash I started to ...
by Leki
Fri Nov 07, 2014 4:11 pm
Forum: Mod Creation
Topic: scripting new skill / class
Replies: 22
Views: 9566

Re: scripting new skill / class

Comparing my definition and hobbits: the only difference is, that 'onRecomputeStats' probably is not optional as scripting definitions says. Adding that took my custom class to work.
by Leki
Fri Nov 07, 2014 3:54 pm
Forum: Mod Creation
Topic: scripting new skill / class
Replies: 22
Views: 9566

Re: scripting new skill / class

Hobbit / King is there, so conclusion is we really need assetpack :twisted:
Thanks for your help!
by Leki
Fri Nov 07, 2014 3:45 pm
Forum: Mod Creation
Topic: scripting new skill / class
Replies: 22
Views: 9566

Re: scripting new skill / class

petri wrote:I would guess you aren't running beta 2.1.15 or later?
I have 2.1.16

... and ingame console command

Code: Select all

party.party:getChampion(1):setClass("my_custom_class")
works.[/color]