Search found 433 matches
- Wed Aug 03, 2016 2:22 am
- Forum: Mod Creation
- Topic: spell/skill icon grid layer?
- Replies: 15
- Views: 12088
Re: spell/skill icon grid layer?
-snip- But power-of-2 boxes are the most satisfying, even when they're filled with all that empty useless nothingness 8-) Jokes aside, is there a limit to how many cells Grimrock will read vertically? Kinda like when it skips a line after a few cells based on whats the atlas used for. (Whats the bi...
- Wed Aug 03, 2016 12:30 am
- Forum: Mod Creation
- Topic: spell/skill icon grid layer?
- Replies: 15
- Views: 12088
Re: spell/skill icon grid layer?
please can someone enlighten me about making an icon grid for spells? does the icons have a certain size (minimum or ...)? I've looked in the asset pack, the textures used is a 256x256, so how do you make the grid? (I tried with the gfxatlas toolkit, the same way I use to make icons grid for items,...
- Sat Jul 23, 2016 7:12 pm
- Forum: Mod Creation
- Topic: Asset Pack V2
- Replies: 53
- Views: 195039
Re: Asset Pack V2
But their sound files are missingIsaac wrote:The Goromorg is also possible; and the shield effect exists in LoG2.
- Sat Jul 23, 2016 7:10 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2964024
Re: Ask a simple question, get a simple answer
It looks like the normals are flipped. If that's what it is, this is fixable in the 3D software [Blender/Max...]. Actually GMT will recalculate a model's normals, but John said it was pretty basic, and probably not as good. If it looks correct in the 3D editor, then it might be your exporter; check...
- Sat Jul 23, 2016 2:10 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2964024
Re: Ask a simple question, get a simple answer
Why every time I export a model the textures are on the inside of a model, and how do I fix this without defining a new double sided material?
Here's what I mean: (ignore the mapping please)
Here's what I mean: (ignore the mapping please)
SpoilerShow
- Sat Jul 23, 2016 10:30 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2964024
Re: Ask a simple question, get a simple answer
That works great! Now we need a suitable floor grill. Nothing I know of in the assets works decently with the tentacle monster. The closest being the castle_bridge_grating asset; but that clips badly, and fire-pit model clips far worse. You can add a particle effect for when they reveal themselves ...
- Fri Jul 22, 2016 8:10 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2964024
Re: Ask a simple question, get a simple answer
What's an example usage for it? Presumably, just negating player interaction with the paralyzed PC would be enough? (Perhaps optionally flashing a visual or aural indication of the effect?) *A custom condition can have a transparent icon; but it it will blink the other conditions (if there are any)...
- Fri Jul 22, 2016 7:43 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2964024
Re: Ask a simple question, get a simple answer
Why not just use the existing paralysis effect? 1) Less visual clutter - GUI constantly switching between condition icons. 2) It can be removed and prevented by certain items. 3) The GUI writing 'Paralyzed' on the hero panel. (In case you want it to be something else) 4) Possible interference with ...
- Sat Jul 16, 2016 1:29 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2964024
Re: Ask a simple question, get a simple answer
Found a better (I think) solution that involves two extra timers and a counter.
One timer for fading in the colors, will increment the counter and change the models emissive color accordingly, and the second timer does the same but decrements them instead.
End result wrong colors
One timer for fading in the colors, will increment the counter and change the models emissive color accordingly, and the second timer does the same but decrements them instead.
End result wrong colors
- Sat Jul 16, 2016 2:35 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3894
- Views: 2964024
Re: Ask a simple question, get a simple answer
How does one replicate the healing crystals gradual darkening on use, and how do I change the animation speed? (so it would turn darker, and spin slower like it does after you use it) Tried attaching the models emissive color to the sounds volume level or to the lights brightness through an 'onUpdat...