The Talos Principle

The Talos Principle

Campaigns, puzzles, localizations and more...
Discover and download new campaigns, custom puzzles, item modifications, skins, and much more. You can also create custom localizations here.
Learn More
Solais 3 28 Dec, 2014 @ 12:31pm
General "Ask A Question About The Editor" Thread
This is a thread where you should ask and hopefully find your answers regarding the editor of The Talos Principle.

Seeing that: A) The editor is a very complex game creation tool; B) This game got a completely different userbase compared to Serious Sam; C) A proper tutorial wiki is not yet made; this thread is important.


If you need some tutorials, you can watch this Tutorial Series on youtube: https://www.youtube.com/playlist?list=PLpfwtCnLl3PM6DuRDnsHtY5MrgxDybAPC


FAQ (that might grow over time):

Q: Where do I find the Editor?

A: In your steam library, you need to click the "Games" tab near the search bar, and then select "Tools". You can find it under that tab.

Q: Where can I find some tutorials about the Editor?

A: If you want to learn how to use the editor, check these links:

http://serioussam.com/wiki/index.php?title=SED3/Hello_World
http://forums.seriouszone.com/showthread.php?t=64345

Q: When I press T, to test, I always fall through floor. What can I do to prevent that from happening?

A: Go to Mesh editor of the floor model, go to the mesh tab in the tools menu on the left and tick "Enable Mesh Collision".

Q: When I put in items like fans and energy rods that are used in the game it says "You must unlock X before you can use this" how do I turn it off so that I can use it?

A: Put a "Script" entity on the level, select it, and press E. Paste the following into it, then save the script as a separate lua file:

-- talosProgress : CTalosProgress
local talosProgress = nexGetTalosProgress(worldInfo)
talosProgress:AssureUnlockedMechanic("MechanicCube")
talosProgress:AssureUnlockedMechanic("MechanicRods")
talosProgress:AssureUnlockedMechanic("MechanicFan")
talosProgress:AssureUnlockedMechanic("MechanicTime")
talosProgress:AssureUnlockedMechanic("MechanicShield")
prjOnMechanicLockingChanged(worldInfo)

Q: While pressing Ctrl, I can drag entities around, However, sometimes they just jump around, instead of smoothly being dragged. What to do?

A: When using zoom, sometimes the dragging values get outsynced. Use Ctrl+Space+LMB/RMB for a "Jump Zoom", and the dragging values will reset to be smooth again.

Q: Why do you ignore my friend request?

A: I only accept those who are my friends, as in, people I actually know, not randoms.



If you have any other questions, feel free to ask here!
Last edited by Solais; 16 Nov, 2015 @ 1:01am
< >
Showing 1-15 of 1,673 comments
How do you place music in the game/get it to trigger based on events?
How do I get rid of the nasty shadow sun effect?

How should I get rid of these errors:
Script in CScriptEntity::37 must be saved in separate file! (You said to save it, so I did, but how do I link the file to the script?)
Resource CMinePuppetParams::0x0b000ab9 is synchronized through network, so it cannot be local. Please save this resource to a separate file.

How do I fix this:
"Player fell outside of world at location location:world(2.9035528, 49.697056, 123.29202), teleporting him back to current chapter at location location:world(-0.075000008, 0, 4.0625)!" - I don't want any automatic teleports...
Last edited by checkers_of_shalmone; 29 Dec, 2014 @ 12:25am
Solais 3 29 Dec, 2014 @ 2:04am 
A few clarifications before I answer them:

1. What do you mean "trigger based on events?". In Talos, the music is randomly shuffled. Yes, the system allows it to trigger based on events, but that works for Serious Sam, not Talos, as Talos doesn't have enemies.

2. Don't know what do you mean by "shadow sun effect". Post a screenshot.

Solais 3 29 Dec, 2014 @ 2:05am 
Q: How should I get rid of this error: Script in CScriptEntity::37 must be saved in separate file!

A: You must save the script entity's script. When you select it, on the Entity tab of the left hand window, the top field should be "Script", which then says "<local>". Click that and "Save As" to save the script as a separate file.

Q: How should I get rid of this error: Resource CMinePuppetParams::0x0b000ab9 is synchronized through network, so it cannot be local. Please save this resource to a separate file.

A: You have made MinePuppet's puppetparams <local>. You have to save it to a separate file.

Q: How do I fix this:
"Player fell outside of world at location location:world(2.9035528, 49.697056, 123.29202), teleporting him back to current chapter at location location:world(-0.075000008, 0, 4.0625)!"


A: When players fell out of the level, the engine runs an automatic restoration script. This cannot be disabled. If you want the game to "kill" the player by falling off, you need to use a Killer entity, set to "Abyss".
1. I don't understand why it's randomly shuffled. I mean, on the Tower the music gets progressively more complex as you get closer to the storm, just after Elohim says "What have you done?" the music changes from The Forbidden Tower to False God, etc.

2. Like this: http://i.imgur.com/BvDQyxJ.png
See, despite it being in an enclosed area there is this kind of shadow that I definitely didn't put there, as my level will not require a distant light.
Solais 3 29 Dec, 2014 @ 3:26am 
1. Yes, that is scripted, and then there's a complex script written that calculates the distance between the storm and the player and plays the appropriate music. But it is a very complex script. But yes, music can be changed via script too to specific continuous or event music.

2. Might be ambient occlusion. Try placing a Post Processing Effect entity, and browse the Default.rsc for it.
Hm, speaking of that, remember what you said about the "hardcoded Jammers and Connectors"? What about animations - are they hardcoded? Is it possible, for say, someone to create a mod that makes your hands actually type out the correct letters on the keyboard?
Solais 3 29 Dec, 2014 @ 3:54am 
Probably, but it will take years. :V
What about HUD changes? I would like to change everything about it, since I hate almost the entirety of it and I think it's riddled with design issues, some of them objective.

Can I change something constant, like dying - instead, rewinding only a few seconds back instead of restarting the level?
Last edited by checkers_of_shalmone; 3 Jan, 2015 @ 5:39am
Solais 3 3 Jan, 2015 @ 8:14am 
Hmm, objective design issues with the HUD? I wouldn't say that, I think it's quite an intuitive HUD that doesn't get in the way at all.

As for changing main stuff like that, you have to look in the MainGameParams and HUDParams files, and similar.
My HUD argument is off-topic, but the TL;DR would be that the HUD is immersion breaking, annoying, and most of the things don't provide any helpful information besides blocking your view - the top-left being the only thing I can actually say provides much in the way of help when you really need it. I don't think it's going to go anywhere if I describe the elongated version, though.

Harshness aside - elaborate, I can't find such a "Params" thing at all. I'd assume it to be close to scripts, but even if I knew where it was, I wouldn't know what to open it with - or if it was opened with TTP's editor at all.
Last edited by checkers_of_shalmone; 3 Jan, 2015 @ 8:51am
Solais 3 3 Jan, 2015 @ 9:11am 
Well, your HUD arguments are definitely not objective at all. :V

The files are located in Databases.
Last edited by Solais; 3 Jan, 2015 @ 9:12am
They objectively take up a lot of space here, which leads to statements that I can't say are subjective; when something is flashing at 1 flash per second, I don't know how this can't be annoying. This is why I believe I can make an objectively better HUD.

Oh, and thank you for that hint - for anyone else, it's an .rsc file.
Solais 3 3 Jan, 2015 @ 10:10am 
They are only visible when not in the puzzle and they take up around 5% (or less) of the screen otherwise (unless you somehow set the HUD to be super large in the menu). It is a minimalistic design, only telling the information you need: Which sigils you have for which arrangers. And the largest arrangers, the red ones, are not displayed until you find them.
Last edited by Solais; 3 Jan, 2015 @ 10:11am
My HUD size is 1.25 of the base, but really I do that for the text only. I cannot call this HUD wholly minimalistic because you have items unlocked in the bottom corner that don't serve a purpose because it does not remind you what items you don't have unlocked, but rather the ones you do. There are also the numbers that don't even serve a purpose for a while - red sigils, stars, messenger symbol (which doesn't disappear!!!), and the flashing effect from a completed collection.

Speaking of which, can I hook some kind of conditional script into this? Seems like I'll need that kind of thing - most notably for the messengers, which I don't want to necessarily leave invisible forever.
Last edited by checkers_of_shalmone; 3 Jan, 2015 @ 10:35am
Solais 3 3 Jan, 2015 @ 3:45pm 
Hmm, I doN't know. Scripting is not my forte. I know it is possible to add new HUD elements through script, but that was back in SED3.5. Dunno how that was changed for this version.
< >
Showing 1-15 of 1,673 comments
Per page: 1530 50