Prozails thread.

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
User avatar
cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: Prozails thread.

Post by cromcrom » Sun Nov 16, 2014 12:31 am

Superb. And thank you so much for sharing :-)
A trip of a thousand leagues starts with a step.

Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: Prozails thread.

Post by Grimfan » Sun Nov 16, 2014 2:20 am

Now that is a beautiful thing Prozail. Your output and sharing spirit is truly wonderful. :)

Actually, I think Skuggs had a pendulum trap up and going for LOG 1 at one stage. You should PM him and combine your skills on this nasty beast.

User avatar
Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: Prozails thread.

Post by Doridion » Sun Nov 16, 2014 3:17 am

Prozail, I know you prefers having all your works in the first post, but your animations converter is a really important progress for modders ( especially in the monster's modding ).

So with your agree, I duplicate the link to your converter here, in order to stick it in the superthread.

Many, many, many thanks for it, awesome and most useful work ;)

User avatar
Prozail
Posts: 158
Joined: Mon Oct 27, 2014 3:36 pm

Re: Prozails thread.

Post by Prozail » Sun Nov 16, 2014 4:40 pm

Doridion wrote:Your animations converter is a really important progress for modders ( especially in the monster's modding ). So with your agree, I duplicate the link to your converter here, in order to stick it in the superthread.
No problem, but it's VERY rough, and practially zero errorchecking :) I guess we'll see a real exporter soon.

Still having alot of fun with 3dsmax (since I figured out I could get a free student-version through their web) so here's another trap experiment:

A ball with chain, falling from the ceiling, causing knockback, and becomes an obstacle. Use controller:activate() to deploy it. You can call controller:deactivate() to reset it, and remove the obstacle (no animation for that though, so do that out of sight).

Download
Image
Last edited by Prozail on Thu Nov 20, 2014 11:16 am, edited 1 time in total.

User avatar
Drakkan
Posts: 1317
Joined: Mon Dec 31, 2012 12:25 am

Re: Prozails thread.

Post by Drakkan » Sun Nov 16, 2014 5:05 pm

Hi Prozail
I already sent you PM, so far no answer, so writing you here - in case you will have some time can you please update the shop project with one additional button (under the lever) which will display items from buyable list backward ? In case there is more items to buy in the list, this could be quite usefull for player. thanks a lot
Breath from the unpromising waters.
Eye of the Atlantis

Batty
Posts: 509
Joined: Sun Apr 15, 2012 7:04 pm

Re: Prozails thread.

Post by Batty » Sun Nov 16, 2014 5:27 pm

Hey Prozail, the ball_chain animation is really good! :) Moves like it should. Can you explain how self.done works? I see it's a boolean, it determines when animations end? :?

Code: Select all

onHitChampion = function(self, champion)
   if not self.done then
      party.party:knockback(self.go.facing)					
   end
   self.done = true
end
Edit: It just allows one pass through the hook, I guess. I can't find it in the reference.

User avatar
Prozail
Posts: 158
Joined: Mon Oct 27, 2014 3:36 pm

Re: Prozails thread.

Post by Prozail » Sun Nov 16, 2014 5:37 pm

self.done is a bit of a trick. You can create variables dynamically on the proxy-object, and i use it here to make sure the event only fires once, not for each party-member. Beware though, anything you create like this IS NOT SAVED IN A SAVEGAME. So only use it for temporary storage, where it doesn't matter.

Also @Drakkan, I put another button in the shop.

User avatar
Drakkan
Posts: 1317
Joined: Mon Dec 31, 2012 12:25 am

Re: Prozails thread.

Post by Drakkan » Sun Nov 16, 2014 5:57 pm

Prozail wrote: Also @Drakkan, I put another button in the shop.
thanks a lot !
Breath from the unpromising waters.
Eye of the Atlantis

User avatar
Ciccipicci
Posts: 154
Joined: Mon Oct 08, 2012 12:55 am

Re: Prozails thread.

Post by Ciccipicci » Wed Feb 25, 2015 5:52 pm

I love the chain ball trap. Anyway can you update your model with another chain near the ball so the ball and chains are not separated when it became an obstacle?

User avatar
Duncan1246
Posts: 402
Joined: Mon Jan 19, 2015 7:42 pm

Re: Prozails thread.

Post by Duncan1246 » Fri Jul 31, 2015 1:50 pm

Prozail wrote: Here is a first version of a reworked Dark Elf Temple, originally designed by Daniv (Original version here). All objects are in there, but i've removed the skeleton warrior, and skeleton Archer. Maybe i'll redo them separately at a later time.
Hi Prozal,
Dark elf temple suits very well to my project, but I wonder why this thread seems to be dead ? Does the assets don't work as well as intended, or what?
If it's ok, I have encountered a bug in using a water_tile. I write this:
SpoilerShow

Code: Select all

defineTile{					
	name = "dark_elf_temple_floor_water",
	editorIcon = 112,
	color = {45,95,140,255},
	builder = "dungeon",
	floor = {
		"dark_elf_temple_floor_plain", 1,
	},
	wall = {
		"dark_elf_temple_wall", 1,
	},
	pillar = {
		"dark_elf_temple_pillar", 1,
	},
	ceiling = {
		"dark_elf_temple_ceiling", 1,
	},
	ceilingShaft = "dark_elf_temple_ceiling_shaft",
	underwater = true,
	ceilingEdgeVariations = true,	
	automapTile = "water",
}
... but LG2 crashes with this warning: "undefined object "dark_elf_temple_ceiling"" . I can't understand why, "dark_elf_temple_ceiling" is defined and working, so how can I put adapted water tile in dark_elf_temple?
Duncan
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?

Post Reply