Search found 611 matches

by antti
Wed Oct 22, 2014 3:50 pm
Forum: Mod Creation
Topic: Mine floor's walls vs. ceiling.
Replies: 9
Views: 3174

Re: Mine floor's walls vs. ceiling.

Yes that works, and placing all the components yourself from the assets also works. But using only the brush doesn't work, even with ceiling height 1 and floor heights 0 and below, it places walls about 1m(?) too low (that's why I thought it was module height problem, but no). I'm kinda confused he...
by antti
Wed Oct 22, 2014 9:33 am
Forum: Mod Creation
Topic: Mine floor's walls vs. ceiling.
Replies: 9
Views: 3174

Re: Mine floor's walls vs. ceiling.

Are you using some other ceiling height than 1? The mine set supports only ceiling height of 1 and floor heights of 0 and below.
by antti
Wed Oct 22, 2014 9:05 am
Forum: Mod Creation
Topic: Please improve asset categories
Replies: 10
Views: 3795

Re: Please improve asset categories

@Antti: It's completely academic (as I have no immediate use for it at the moment), but if you know off the top of your head the answer to my question you would put a demon to rest... I wanted to attach a red light to the big herder. I did that find by cloning it and adding a light component, but i...
by antti
Tue Oct 21, 2014 2:37 pm
Forum: Grimrock 2 Discussion
Topic: Beta 2.1.12
Replies: 15
Views: 4734

Re: Beta 2.1.12

Are the patches actually meant to be publicly available now or still in Beta stage? Just looking for clarification because my game does not seem to have been updated yet. (For instance, Weapon Specialization is still called that) I pre-ordered the game via Grimrock.net and activated on Steam, so it...
by antti
Tue Oct 21, 2014 2:28 pm
Forum: Mod Creation
Topic: BUG - beach master gate object bugged ?
Replies: 3
Views: 1864

Re: BUG - beach master gate object bugged ?

Yeah, the master gate works a little different: unlike other doors, it's animated and it cannot be closed. Open it with a connector and it should work. So, strictly speaking it's not a bug since the object works as intended. It's a special case and therefore more limited in its usage than other more...
by antti
Tue Oct 21, 2014 11:03 am
Forum: Mod Creation
Topic: Possible bug with Castle Interior water tiles?
Replies: 5
Views: 2733

Re: Possible bug with Castle Interior water tiles?

FYI, module height defines the height difference of the different elevation levels in meters. Castle pieces have been modeled to be 4m tall while the others are 3. Also Module Height is very useful if you're starting your party at a height lower than zero (0). As long as the Module Height is three ...
by antti
Tue Oct 21, 2014 10:50 am
Forum: Mod Creation
Topic: Dig hole figured out Basic
Replies: 16
Views: 5477

Re: Dig hole figured out Basic

With diggable chests, you can just place a chest at a lower elevation than the ground (eg. if your ground is at zero, move chest to -1 height) and the digging and dig hole will be handled automatically. No floor trigger needed either.
by antti
Tue Oct 21, 2014 10:25 am
Forum: Mod Creation
Topic: Please improve asset categories
Replies: 10
Views: 3795

Re: Please improve asset categories

Awesome - I assume you can access these tags from scripts too - that's REALLY useful for having sets of items that can finish a puzzle etc. (I guess that's how you did some "put a sword here" type puzzles). Also - you're such teases! Snippets of code while we wait for the scripting reference. It's ...
by antti
Tue Oct 21, 2014 9:49 am
Forum: Mod Creation
Topic: Please improve asset categories
Replies: 10
Views: 3795

Re: Please improve asset categories

You can make your own categories since the categories come from tags assigned in the object definitions. If you're up for cloning the objects, you can define your own tags for the default objects too even though that will quite a bit of manual work. :) Here's an example: defineObject{ name = "machet...