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Please improve asset categories
Posted: Tue Oct 21, 2014 1:03 am
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
Re: Please improve asset categories
Posted: Tue Oct 21, 2014 9:25 am
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
Re: Please improve asset categories
Posted: Tue Oct 21, 2014 9:49 am
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" },
}
Re: Please improve asset categories
Posted: Tue Oct 21, 2014 10:20 am
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
Re: Please improve asset categories
Posted: Tue Oct 21, 2014 10:25 am
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

Re: Please improve asset categories
Posted: Tue Oct 21, 2014 10:31 am
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!
Re: Please improve asset categories
Posted: Tue Oct 21, 2014 10:33 am
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?
Re: Please improve asset categories
Posted: Tue Oct 21, 2014 10:56 pm
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.
Re: Please improve asset categories
Posted: Wed Oct 22, 2014 9:05 am
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.

Re: Please improve asset categories
Posted: Wed Oct 22, 2014 10:48 am
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...
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!