Until the asset pack gets released people need to do some legwork.Matlock19 wrote:I'm interested in this, too. I don't want to import new models or 2D sprites, I just want to know how to reference the ones that already exist when defining new weapons/armor/etc. I need like a big sheet that shows examples of new objects that have been created, especially how to reference the graphics files when defining an object. How can I tell what sprite and model the items use?The cube wrote: How am i supposed to know the position of the item in the graphic atlas for example? How do i know all the things i need to put in there to make it work?
The file structure of Log2 is very much the same as Log1.
In LoG1 you had gfxAtlas = "assets/textures/gui/items.tga", and items_2.tga
In LoG2 its items.tga, items_2.tga and items_3.tga (error if you try 4 so I guess it stops at 3)
index 0 for items.tga is the Schimitar, just change your gfxIndex and refresh (ctrl+r) , you will see that the next one is the Shamans Staff and gfxIndex 2 is the Elemental Shield, continue that way until you reach 168, then change to index_2 and do the same for index_3.
after you have done that and noted it all down, you will have what you need, an overview of all the gfxIndexes in the game.
regarding the models, again the file structure is the same as it was in LoG1, item are assets/models/items and environment objects are assets/models/env
The name if the asset in the editor is a good indicator of the file name, battle_axe has the model name of battle_axe.fbx, blackmoss is blackmoss.fbx, fjeld_warg_meat is (you guessed it) fjeld_warg_meat.fbx
You can also use bitcpy python script for Blender that lists out the path and filename in the dialog window before importing if you run into naming discrepancy.
Skuggasveinn.