Asset Pack V2

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!
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Halluinoid
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Re: Asset Pack V2

Post by Halluinoid » Sat Jul 23, 2016 1:28 pm

in the Monsters script?

it's empty, it says -- This file has been generated by Dungeon Editor 2.1.13

-- TODO: place your custom monster definitions here

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Halluinoid
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Re: Asset Pack V2

Post by Halluinoid » Sat Jul 23, 2016 1:47 pm

okay I did as you said

Got the snail moving about in a LOG2 level which is quite surreal :D

but the snail has no textures

so I got the smail textures from the Asset pack, place them in the mod assest/ textures folder, snail still has no textures

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THOM
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Re: Asset Pack V2

Post by THOM » Sat Jul 23, 2016 3:22 pm

In LoG2 it is never enough just to place a file somewhere. You always have to define it for the game-engine.

In this case the texture-files are also included in the original pack. So you don't have to place them somewhere, you just have to define them.

Copy this into your materials-file:

Code: Select all

    defineMaterial{
       name = "snail",
       diffuseMap = "assets/textures/monsters/snail_dif.tga",
       specularMap = "assets/textures/monsters/snail_spec.tga",
       normalMap = "assets/textures/monsters/snail_normal.tga",
       doubleSided = false,
       lighting = true,
       alphaTest = false,
       blendMode = "Opaque",
       textureAddressMode = "Wrap",
       glossiness = 100,
       depthBias = 0,
    }


    defineMaterial{
       name = "snail_shell",
       diffuseMap = "assets/textures/monsters/snail_dif.tga",
       specularMap = "assets/textures/monsters/snail_spec.tga",
       normalMap = "assets/textures/monsters/snail_normal.tga",
       doubleSided = false,
       lighting = true,
       alphaTest = false,
       blendMode = "Opaque",
       textureAddressMode = "Wrap",
       glossiness = 40,
       depthBias = 0,
    }
THOM formaly known as tschrage
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Isaac
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Re: Asset Pack V2

Post by Isaac » Sat Jul 23, 2016 3:28 pm

Also... Don't use the normal map textures from LoG in LoG2; [wrong format].

*Besides, if it's in LoG2 already, you don't have to include it in your mod. ;)

** A minor snag with the snail (and perhaps other monsters), is that the animations sometimes clip through doors in LoG2.
Last edited by Isaac on Sat Jul 23, 2016 3:31 pm, edited 1 time in total.

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Halluinoid
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Re: Asset Pack V2

Post by Halluinoid » Sat Jul 23, 2016 3:29 pm

wow, that did it

:D boy - I can't believe all the steps needed to correctly get that snail properly into LOG2, anyway thank you THOM :lol:

ok, cheers Isaac

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Isaac
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Re: Asset Pack V2

Post by Isaac » Sat Jul 23, 2016 3:36 pm

The Goromorg is also possible; and the shield effect exists in LoG2. 8-)
Image

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zimberzimber
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Re: Asset Pack V2

Post by zimberzimber » Sat Jul 23, 2016 7:12 pm

Isaac wrote:The Goromorg is also possible; and the shield effect exists in LoG2. 8-)
But their sound files are missing :(
My asset pack [v1.10]
Features a bit of everything! :D

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zimberzimber
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Re: Asset Pack V2

Post by zimberzimber » Wed Apr 26, 2017 11:27 pm

Question about legal asset usage - Am I allowed to use LoG2 assets to render screenshots/movies in Blender that will be used only in a LoG2 mod?
My asset pack [v1.10]
Features a bit of everything! :D

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Xardas
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Re: Asset Pack V2

Post by Xardas » Wed Aug 02, 2017 2:31 pm

I downloaded the assets pack recently and i imported the monsters from Log1, but couldn't manage to import the drainage tentacles. When i try to use them in the editor the game crashes immediately.
How can i use them in the editor?

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Isaac
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Re: Asset Pack V2

Post by Isaac » Wed Aug 02, 2017 3:04 pm


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