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Re: Ask a simple question, get a simple answer
Posted: Mon Sep 11, 2017 5:48 pm
by Xardas
Hey guys,
i have a quick question. I noticed there a LoG1 models in the asset pack. So i thought i try to Import some of the assets to my Project. I tried it with some statues and other obstacles, but there is no texture, just the model. Do i miss something here? What do I have to do to get the texture working?
Re: Ask a simple question, get a simple answer
Posted: Mon Sep 11, 2017 7:50 pm
by Skuggasveinn
Xardas wrote:Hey guys,
i have a quick question. I noticed there a LoG1 models in the asset pack. So i thought i try to Import some of the assets to my Project. I tried it with some statues and other obstacles, but there is no texture, just the model. Do i miss something here? What do I have to do to get the texture working?
if I remember correctly some of the materials are inside this one
import "assets/scripts/grimrock1/grimrock1_materials.lua"
but I think it was just the monster materials for Log1, however you can copy the textures from the LoG1 asset pack to your project and define the missing materials (AH are cool with us taking assets from LoG1 into LoG2)
kind regards.
Skuggasveinn.
Re: Ask a simple question, get a simple answer
Posted: Mon Sep 11, 2017 9:25 pm
by Xardas
Yep i supposed, that the textures are missing from the Folder. Thank you
Re: Ask a simple question, get a simple answer
Posted: Mon Sep 11, 2017 9:40 pm
by Skuggasveinn
Re: Ask a simple question, get a simple answer
Posted: Mon Sep 11, 2017 9:44 pm
by Xardas
Whoops just found it

Re: Ask a simple question, get a simple answer
Posted: Mon Sep 11, 2017 10:23 pm
by Isaac
Re: Ask a simple question, get a simple answer
Posted: Tue Sep 12, 2017 1:27 am
by Xardas
Thanks for that. Looks like a lot of work, so i´m going to stick with the normal assets for now.
Is there a way to Change the Entity of an object, once it was set?
It would simplify a long function i have
Re: Ask a simple question, get a simple answer
Posted: Tue Sep 12, 2017 2:22 am
by Isaac
Xardas wrote:Thanks for that. Looks like a lot of work, so i´m going to stick with the normal assets for now.
That is the problem. The —normal— assets for LoG1 do not use the same format as LoG2.
Is there a way to Change the Entity of an object, once it was set?
It would simplify a long function i have
How exactly do you mean; specifically? You can certainly destroy an object and then spawn a new one using the same Id for it.
Re: Ask a simple question, get a simple answer
Posted: Tue Sep 12, 2017 1:34 pm
by Xardas
Oh i´m sorry, yes i meant the id of Course. Can i Change it when it was set already? It´s for spawning random types of the wooden_floor_break_away, with "instantly" and "never" in the id. For now i have 3 different spawn cases which spawn an instantly breaking, a never breaking and a normal floor used depending on a random number, which is rolled first. It would be nicer, if i could spawn the Floor and then Change the id depending on the number rolled.
Destroying the old object an spawning a new one could work, but i´m not sure how to do it, because i don´t know the Floors Position:
Could this work?
local Floor = findEntity("wooden_floor"..i)
spawn("wooden_floor_break_away", Floor.go.level, Floor.go.x, Floor.go.y, Floor.go.facing, Floor.go.elevation, "wooden_floor_never_breaking"..i)
Floor.go:destroy()
Re: Ask a simple question, get a simple answer
Posted: Tue Sep 12, 2017 5:44 pm
by Isaac
I don't think that will work—as such. How do you plan to use this? Is it that you want the floor's behavior to change with every new game started(?), or is it needed to fill out whole rooms/elevation levels(?), or is it that you just plan to use too many tiles (all over) to update them all manually?
The demo has a custom script in it called wooden_floors. It's not part of the floor asset; it was just a convenience for me. It is what places most of the wooden floors in the room. A variation based on that script could be used in any large room, and have it randomly decide the floor behavior for each before spawning the floors; it already does this for facing, it could be changed to include either 'instantly', 'never', or—nothing into the floor id.