Search found 509 matches
- Mon Dec 29, 2014 7:41 pm
- Forum: Custom Dungeons
- Topic: [Preview] Requiem for Kraken's Arm
- Replies: 35
- Views: 55949
Re: [Preview] Requiem for Kraken's Arm
Really looking forward to this. It will be great to play and a valuable modder's resource. Parry! That could be an LoG3 feature (can we riposte?).
- Mon Dec 29, 2014 7:10 pm
- Forum: Mod Creation
- Topic: [Asset Final] Mine Tile Set by: Phitt
- Replies: 32
- Views: 29076
Re: [Asset Final] Mine Tile Set by: Phitt
yeah the pit occluders needed a little adjustment to fit as shaft occluders other than just raising them. For the caveins, I used dungeon_wall_01_occluder and moved it back, I assume it'll work, the dimensions fit exactly ‒ that's the occluder with the normals turned on pointing at the cavein model:...
- Mon Dec 29, 2014 6:05 am
- Forum: Mod Creation
- Topic: [Asset Final] Mine Tile Set by: Phitt
- Replies: 32
- Views: 29076
Re: [Asset Final] Mine Tile Set by: Phitt
EDIT: Batty I do believe the Occluders are doing their job thxs for that. I was wondering if I adjusted the height of the ( MinePit3N_occluder.fbx ) up 1 and rotated to fit the model below, would that work you think?? Just a guess don't know if it will work. Good idea, to be sure, I think you'd hav...
- Mon Dec 29, 2014 1:07 am
- Forum: Mod Creation
- Topic: [WIP] GrimTK GUI Framework
- Replies: 146
- Views: 211187
Re: [WIP] GrimTK GUI Framework
Another thing that should be cool, is that we could now draw item icons properly in 'custom containers' given an item definition :). ooh, does that mean a flexible mortar (unlike fixed-ingredient LoG2 mortar), quivers, germanny's toolbox, and many other things? Just added defineContainer(desc), def...
- Sun Dec 28, 2014 9:32 pm
- Forum: Mod Creation
- Topic: [WIP] GrimTK GUI Framework
- Replies: 146
- Views: 211187
Re: [WIP] GrimTK GUI Framework
Is it possible to have the player type in a response to a riddle? (is that edit boxes?) Also, can there be a small bevel surrounding the buttons like there is with the message? Kind of like it minimal as it is though. *I tried to translate that message but all I get is something about financing real...
- Sun Dec 28, 2014 9:07 pm
- Forum: Mod Creation
- Topic: insta damage square
- Replies: 10
- Views: 9006
- Sun Dec 28, 2014 7:01 pm
- Forum: Mod Creation
- Topic: [Asset Final] Mine Tile Set by: Phitt
- Replies: 32
- Views: 29076
Re: [Asset Final] Mine Tile Set by: Phitt
I'm trying to understand the occluders so I've made them for the mine pits, here's what I did: 1. Import MinePitNE & MinePitSW to make a 4 sided chasm pit. Import dungeon_pit_occluder as well. You see that the chasm models are passing through the occluder: http://i1293.photobucket.com/albums/b59...
- Wed Dec 24, 2014 7:11 pm
- Forum: Mod Creation
- Topic: Not being able to cancel a "click" is very annoying
- Replies: 4
- Views: 3810
Re: Not being able to cancel a "click" is very annoying
It's not the Clickable class, the { class = "PullChain" }, is allowing the click to go through so do not do baseObject = "door_pullchain", in your definition because you're inheriting it. Make something like this and you can control the click: defineObject{ name = "new_pullc...
- Wed Dec 24, 2014 6:16 pm
- Forum: Mod Creation
- Topic: Log2 custom conversion request
- Replies: 19
- Views: 14936
Re: Log2 custom conversion request
Yeah good idea msy, I put "ph_" as prefix for the Cozy Dungeon object defs.
- Tue Dec 23, 2014 9:51 pm
- Forum: Mod Creation
- Topic: Log2 custom conversion request
- Replies: 19
- Views: 14936
Re: Log2 custom conversion request
11, here's the converted normals for Phitt's Mine, 26 .dds total, anything missing/wrong let me know:
Phitt's Mineset Normals
Now you can get to work porting
Phitt's Mineset Normals
Now you can get to work porting