More organized Grimrock 2 editor in a future update?

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MasterworkStone
Posts: 76
Joined: Mon Sep 01, 2014 4:15 am

More organized Grimrock 2 editor in a future update?

Post by MasterworkStone »

I find the assets to be very un-organized and hard to sift through, it would be really helpful to have things sorted into folders like "monsters" and "mechanisms"
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Halluinoid
Posts: 165
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Re: More organized Grimrock 2 editor in a future update?

Post by Halluinoid »

hi MWS, yes that is what I expected when I had a look but you're right it certainly has lost that initial element of basic folders but is there "far more"? Looks like there's double the amount of stuff to use on first look

at the moment I'm just way too busy with the main game to try even making 1 level on it but the day will come

we'll get used to it plus do catch basic scripting and Editor Help that is looking well worth a read, especially :
How to make forests, and beaches

Forests
To make a forest shift + left click or right click with forest floor 1 to place down that tile all over the dungeon easily,
Then find the entity forest_day_sky and place it any were on the dungeon doesn't matter where, and find the forest_hightmap and place it
any were as well doesn't matter were again. and your done! To add forest walls just place down the forest_wall tile!

Beaches

To make a beach shift + left click or right click with the beach floor to place down that tile all over the dungeon easily,
Then find the entity forest_day_sky and place it any were on the dungeon doesn't matter where, and find the forest_hightmap and place it
any were as well doesn't matter were again. Then find the beach_ocean entity and place it down somewhere in the map and your pretty much done! (Warning the beach_ocean goes really far but will not cover the whole map unless you make it be at the complete left of the dungeon and make it face west!)

Beach_Oceans only go were ever there facing so if its facing south it will only be south. Another thing about oceans is they take up the entire map of south/north/east/west from the entity start point.
Example:

Lets say you made a beach_ocean at the middle of the map and it was facing south then the ocean would cover half the map on the south side.

Water

To make simple water just add water, well its not that simple what you really do is place your water tiles were you want them to be, then browse your assets for swamp_water or water_surface or water_surface_unerground and in saying that your pretty much done.


gold tips for editing there, we need more of that :D
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Skuggasveinn
Posts: 562
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Re: More organized Grimrock 2 editor in a future update?

Post by Skuggasveinn »

MasterworkStone wrote:I find the assets to be very un-organized and hard to sift through, it would be really helpful to have things sorted into folders like "monsters" and "mechanisms"
you mean like Any,Door,Food,Herb,Item,Monster,Obstacle,Scripting.... etc :?:
I don't get it, its all right there

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Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: More organized Grimrock 2 editor in a future update?

Post by NutJob »

What Skuggasveinn said, plus doesn't the search box help quite a lot? It's practically an organizational tool being nearly all elements are formatted by definition.
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7Soul
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Re: More organized Grimrock 2 editor in a future update?

Post by 7Soul »

Skuggasveinn wrote:
MasterworkStone wrote:I find the assets to be very un-organized and hard to sift through, it would be really helpful to have things sorted into folders like "monsters" and "mechanisms"
you mean like Any,Door,Food,Herb,Item,Monster,Obstacle,Scripting.... etc :?:
I don't get it, its all right there
But some more would be nice, like "Traps", "Pedestals", "Mechanisms", "Gates", etc
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