In Nexus site http://www.nexusmods.com/legendofgrimrock2/mods/66/?
is published working version of Toolbox, documentation is in extra file and in testing dung too.
I hope that will be usefull.
There is Condensed GUI
If somebody find there some bug, please contact me.
In testing dung is a early version of Grafic text mod. Is possible to delete it ( This mod contaiin big grafic files ).
- Is possible call function GF.script.writeTextGUI(g,txt,size,x,y,font) forwriting formated text in gui or getTextGrimTK(txt,size,x,y,font) for generation childrens for some widget in GrimTK
- font AvQuest havent complete font definition
- this writing text is side product of this mod. Mod will be provided objects as real text in dung. ( maybe later... )
TOOLBOX for crafting with GUI
TOOLBOX for crafting with GUI
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,
- Eleven Warrior
- Posts: 736
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: TOOLBOX for crafting with GUI
LOVE IT!! This is perfect for any on the run item crafting 10/10 Mate good job. I remember asking if this could be done and now I know it can. Once again thank you for your awesome work
Re: TOOLBOX for crafting with GUI
This look awesome !
Regards,
Vand
Regards,
Vand
- Eleven Warrior
- Posts: 736
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: TOOLBOX for crafting with GUI
It sure is matey
Re: TOOLBOX for crafting with GUI
Thank you for your acclaim. I am glad that my work like.
but I must report some bug.
In GraphicText mod ( is used for writing text ) is bad definition for baseline for LOGtext font.
That means, if is used new version of GraphicText mod with this Toolbox, will be bad position of grafic text used in Toolbox.
Description for changing Graphic text mod
1/ copy new version GraphicFonts directory to mod_assets
2/ in mod_assets/scripts/init.lua change import "mod_assets/GraphicFonts/objects.lua" to import "mod_assets/GraphicFonts/init.lua" -- sry its useless change
3/ in mod_assets/toolbox/scripts/toolbox_dialog.lua change
3a/ line 89 : change GF.script.getTextGrimTK(k.." ( "..v.." )",20,0,20) to GF.script.getTextGrimTK(k.." ( "..v.." )",20,0,0,"LOGtext")
3b/ line 452: change GF.script.getTextGrimTK(nadpis,25,10,10) to GF.script.getTextGrimTK(nadpis,25,10,-13,"LOGtext")
but I must report some bug.
In GraphicText mod ( is used for writing text ) is bad definition for baseline for LOGtext font.
That means, if is used new version of GraphicText mod with this Toolbox, will be bad position of grafic text used in Toolbox.
Description for changing Graphic text mod
1/ copy new version GraphicFonts directory to mod_assets
2/ in mod_assets/scripts/init.lua change import "mod_assets/GraphicFonts/objects.lua" to import "mod_assets/GraphicFonts/init.lua" -- sry its useless change
3/ in mod_assets/toolbox/scripts/toolbox_dialog.lua change
3a/ line 89 : change GF.script.getTextGrimTK(k.." ( "..v.." )",20,0,20) to GF.script.getTextGrimTK(k.." ( "..v.." )",20,0,0,"LOGtext")
3b/ line 452: change GF.script.getTextGrimTK(nadpis,25,10,10) to GF.script.getTextGrimTK(nadpis,25,10,-13,"LOGtext")
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,