Search found 39 matches

by Bek
Sat Oct 06, 2012 3:04 pm
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 649235

Re: [WIP] Grimrock Model Tookit

I was curious about the application of the real vertex count of a model, so I asked on the polycount forums and a member there was kind enough to explain various situations to me, and he also gave a method for calculating a mesh's efficiency on a scale of >0 to 3, lower being more efficient, with 3 ...
by Bek
Sat Oct 06, 2012 9:55 am
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 649235

Re: [WIP] Grimrock Model Tookit

crojipjip wrote:Wasted my entire night. I tried a fancy single mesh character and got nothing. I tried a cube. got nothing. it's over. ruined.
Ignore this troll. His other posts are proof of his troll status.
by Bek
Sat Oct 06, 2012 4:16 am
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 649235

Re: [WIP] Grimrock Model Tookit

Symmetrical characters make sense, it's a lot quicker to sculpt on a symmetrical mesh, and of course you can overlap your UV's, so you can get more texture space out of the same sized map. Giving the character asymmetry through clothing is quite smart.
by Bek
Sat Oct 06, 2012 3:51 am
Forum: Grimrock 1 Discussion
Topic: Grimrock links - ARTICLES and REVIEWS
Replies: 83
Views: 246668

Re: Grimrock links

Chris Avellone mentions Grimrock as an indie game he likes: http://indierpgs.com/2012/10/interview- ... -avellone/

(Control F 'Grimrock')
by Bek
Sat Oct 06, 2012 3:49 am
Forum: Modding
Topic: Cows on Wheels mod released: new source assets!
Replies: 9
Views: 9670

Re: Cows on Wheels mod released: new source assets!

So you need to have the game in your steam library to download stuff from the workshop? Makes sense I suppose, but still :( I can't see every modder mirroring their work onto grimrock nexus just for the GOG buyers.
by Bek
Fri Oct 05, 2012 1:10 pm
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 649235

Re: [WIP] Grimrock Model Tookit

So I just noticed that the data view tells you the real (in game) vertex count - that is incredibly useful and not just for Grimrock. Ideally 3d packages would have a function that calculates this, but apparently not. As an example a sword I have (That wasn't made for grimrock as it was designed for...
by Bek
Fri Oct 05, 2012 6:09 am
Forum: Modding
Topic: Dungeon Editor Released!
Replies: 47
Views: 38106

Re: Dungeon Editor Released!

petri wrote:Guys, if you want to help us, please spread the word about the editor and the discount :)
Done.
by Bek
Fri Oct 05, 2012 5:21 am
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 649235

Re: [WIP] Grimrock Model Tookit

I just installed 0.1.0.10 no problems. win7 x64, first install of the GMT. I've loaded a model but haven't tested maps yet. Also, I have a few feature suggestions for the future: Toggle Human Scale reference: Similar to how Marmoset Toolbag's feature, it would be good if there was a toggleable human...
by Bek
Thu Sep 27, 2012 9:04 am
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 649235

Re: [WIP] Grimrock Model Tookit

juho wrote:LOL. I totally forgot I did those lanterns :D
Shh, just pretend they're extra special content made especially for the modding community ;)
by Bek
Sun Sep 23, 2012 8:11 am
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 649235

Re: [WIP] Grimrock Model Tookit

This looks great, but if you're going to add file formats for input (for conversion to .model) please please please don't use .3ds, but a common file format like .obj or .fbx. That's what we really need to get our stuff from max/modo/maya/blender etc to grimrock.