Editor Tutorials on YouTube - part 14 is out

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

Re: Editor Tutorials on YouTube - part 12 is out

Post by Grimfan »

Wonderful work Skuggs (as always), but you didn't include the gfxAtlas or textures for the bow. :)
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: Editor Tutorials on YouTube - part 12 is out

Post by NutJob »

Outstanding results on tutorial 11. Very much enjoyed all of them, though. Thanks again (x3). =)
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Skuggasveinn
Posts: 561
Joined: Wed Sep 26, 2012 5:28 pm

Re: Editor Tutorials on YouTube - part 12 is out

Post by Skuggasveinn »

Grimfan wrote:Wonderful work Skuggs (as always), but you didn't include the gfxAtlas or textures for the bow. :)
ups !! :? that was an oversight on my part, the zip file has been updated to include the gfxatlas image.
Sorry about that.

Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Editor Tutorials on YouTube - part 12 is out

Post by petri »

Regarding automap tiles in part 11, you could try using Map:setAutomapTile() to dynamically update the automap tile when the wall is destroyed.
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The cube
Posts: 94
Joined: Tue Apr 23, 2013 6:09 pm
Location: Barren Desert

Re: Editor Tutorials on YouTube - part 12 is out

Post by The cube »

There's two things that you didin't talk about in the alcove puzzles video, that are essential for alcove puzzles:

1. How to spawn items to the alcove / remove items from the alcove

2. How to correctly count the amount of, for example, rocks in the alcove, when some of them could be in a stack

I'm trying to do an alcove puzzle now, and would like to know how to do these two. Thanks!

Oh, and the new videos are awesome.
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Dhomochevsky
Posts: 88
Joined: Sat Feb 16, 2013 11:18 pm
Location: Spain

Re: Editor Tutorials on YouTube - part 12 is out

Post by Dhomochevsky »

Sorry for my english. I subscribed on your channel few days ago, absolutely amazing tutorials. For me this videos are really useful because i'm not the best doing mods and scripts :lol: :lol: :lol:
You do that videos easy and clear and probably i'm going to use some of your hints to make things on my future mods.
My idea was congratulate you for your job some days ago but i can't do until today because i'm too busy with different things. Thanks for all job you do :mrgreen:
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5angel
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Joined: Sat Nov 01, 2014 10:07 pm

Re: Editor Tutorials on YouTube - part 12 is out

Post by 5angel »

Interesting. But is is posible to add a new item using the original model and sprite?
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5angel
Posts: 7
Joined: Sat Nov 01, 2014 10:07 pm

Re: Editor Tutorials on YouTube - part 12 is out

Post by 5angel »

Okay. Quick researching actually helped me to get a grasp on how it's done. But still lot's of guessing, heh (:
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Skuggasveinn
Posts: 561
Joined: Wed Sep 26, 2012 5:28 pm

Re: Editor Tutorials on YouTube - part 12 is out

Post by Skuggasveinn »

you can do this

Code: Select all

defineObject{
   name = "longersword",
   baseObject = "long_sword",
   components = {
      {
         class ="Item",
         uiName = "Longersword",
         description = "exactly like a longsword but just a tiny bit longer."
      },  
}
}
That will use the long_sword as a base, but when you define a class (in this case class="Item") you overwrite the whole class, so in the code above the item class is missing the weight, they gfxAtlas index and everything else in the Item Class, but it has the other classes intact.
So the guessing part is limited to the class your are overwriting.

Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
GoldenShadowGS
Posts: 168
Joined: Thu Oct 30, 2014 1:56 am

Re: Editor Tutorials on YouTube - part 12 is out

Post by GoldenShadowGS »

Code: Select all

for v,i in alcove:contents() do
What is the purpose of the "v" ?
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