Please improve asset categories

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
7Soul
Posts: 212
Joined: Sun Oct 19, 2014 1:56 am
Location: Brazil

Please improve asset categories

Post by 7Soul »

Finding the assets I want is the most annoying thing in the editor. Naming conventions aren't 100% precise and it's common that you won't know what something is called.

I couldn't for the life of me find that demon head statue that usually shoots fireballs because it was called "daemon_head_ruins", and I tried searching "demon, face, trap, wall, shoot, fireball".

There are some weapon categories (like missile and throw) but not for other types of equipments. There isn't even an "armor" category, even though there's a "weapons" one

Some suggestions:
  • Mechanisms (includes all traps, buttons, breakables, etc)
  • Headgear
  • Chest Armor
  • Shoes
  • Pants
  • Necklaces
  • Accessories
  • Cloaks
  • Heavy weapons
  • Light weapons
  • Wizard offhand
  • Relics
  • Shields
  • Strength equipments
  • Wisdom equipments
  • Dexterity equipments
  • Vitality equipments
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: Please improve asset categories

Post by Drakkan »

I dont think this will be "corrected" somehow, BUT PERHAPS will be possible to make your own categories in te editor and put there what you want. We will see when manuals will be released
Breath from the unpromising waters.
Eye of the Atlantis
User avatar
antti
Posts: 688
Joined: Thu Feb 23, 2012 1:43 pm
Location: Espoo, Finland
Contact:

Re: Please improve asset categories

Post by antti »

You can make your own categories since the categories come from tags assigned in the object definitions. If you're up for cloning the objects, you can define your own tags for the default objects too even though that will quite a bit of manual work. :)

Here's an example:

Code: Select all

defineObject{
	name = "machete",
	baseObject = "machete",
	tags = { "test_tag", "blade" },
}
Steven Seagal of gaming industry
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: Please improve asset categories

Post by JohnWordsworth »

Awesome - I assume you can access these tags from scripts too - that's REALLY useful for having sets of items that can finish a puzzle etc. (I guess that's how you did some "put a sword here" type puzzles).

Also - you're such teases! Snippets of code while we wait for the scripting reference. It's torture! :p
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
antti
Posts: 688
Joined: Thu Feb 23, 2012 1:43 pm
Location: Espoo, Finland
Contact:

Re: Please improve asset categories

Post by antti »

JohnWordsworth wrote:Awesome - I assume you can access these tags from scripts too - that's REALLY useful for having sets of items that can finish a puzzle etc. (I guess that's how you did some "put a sword here" type puzzles).

Also - you're such teases! Snippets of code while we wait for the scripting reference. It's torture! :p
Yeah, we used tags, traits (traits are a property of the item component and these are used for defining things like is an item light weapon or a chest armor and so on) and components to detect cases where an object of some type was needed.

And we'll try to get you the scripting reference as soon as possible :)
Steven Seagal of gaming industry
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: Please improve asset categories

Post by JohnWordsworth »

@Antti: It's completely academic (as I have no immediate use for it at the moment), but if you know off the top of your head the answer to my question you would put a demon to rest...

I wanted to attach a red light to the big herder. I did that find by cloning it and adding a light component, but is there a property to attach the light to a node on the model? I must have tried about 50 different key/value pairs such as 'node="hip"' or 'lightName="hip"' and none of them worked!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: Please improve asset categories

Post by Leki »

antti wrote:And we'll try to get you the scripting reference as soon as possible :)

Thanks!

Most important question atm is: Is ladder animation hardcoded or it's camera / animation component? Is it moddable?
I'm the Gate I'm the Key.
Dawn of Lore
User avatar
ScroLL
Posts: 56
Joined: Tue Sep 18, 2012 12:21 pm
Location: Vermont

Re: Please improve asset categories

Post by ScroLL »

JohnWordsworth wrote:@Antti: It's completely academic (as I have no immediate use for it at the moment), but if you know off the top of your head the answer to my question you would put a demon to rest...

I wanted to attach a red light to the big herder. I did that find by cloning it and adding a light component, but is there a property to attach the light to a node on the model? I must have tried about 50 different key/value pairs such as 'node="hip"' or 'lightName="hip"' and none of them worked!
How are you making the lights? I've tried using setLight() on dummy_light and particle_system but they both say the method doesn't exist.
User avatar
antti
Posts: 688
Joined: Thu Feb 23, 2012 1:43 pm
Location: Espoo, Finland
Contact:

Re: Please improve asset categories

Post by antti »

JohnWordsworth wrote:@Antti: It's completely academic (as I have no immediate use for it at the moment), but if you know off the top of your head the answer to my question you would put a demon to rest...

I wanted to attach a red light to the big herder. I did that find by cloning it and adding a light component, but is there a property to attach the light to a node on the model? I must have tried about 50 different key/value pairs such as 'node="hip"' or 'lightName="hip"' and none of them worked!
It's parentNode. The same parameter can be used to attach particle effects and sounds as well. :)
Steven Seagal of gaming industry
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: Please improve asset categories

Post by JohnWordsworth »

@antti: Ahhh, the one key word I didn't try! Lol. Many thanks for that, very glad to put that niggling question in my brain to rest. Haha.

@ScroLL: I'm at work at the moment, so I can't verify this code... But if you want to add a light to a creature that doesn't already have a light you can do something like this...
SpoilerShow

Code: Select all

defineObject {
  name = "jw_herder_big",
  baseObject = "herder_big",
  components = {
    {
      {
        class = "Light",
        color = vec(1.0, 0.0, 0.0),    -- red
        parentNode = "hip", -- attach the light to the hip bone of the monster
        offset = vec(0.0, 1.0, 0.0), -- make sure it floats above the hip
      }
    }
  }
}
I'm guessing a tiny bit at the "color" and "offset" parameters from the light component, but if it's not those then it was something relatively obvious. I will check and update the above code when I get home from work.

Note: I've guessed that a big herder has a "hip" bone as a lot of monsters used to have 'hip' as a node in the first one. It might not still be the same!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Post Reply