Search found 39 matches
- 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 ...
- Sat Oct 06, 2012 9:55 am
- Forum: Modding
- Topic: [DONE] Grimrock Model Tookit
- Replies: 738
- Views: 649235
Re: [WIP] Grimrock Model Tookit
Ignore this troll. His other posts are proof of his troll status.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.
- 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.
- 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')
(Control F 'Grimrock')
- 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.
- 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...
- Fri Oct 05, 2012 6:09 am
- Forum: Modding
- Topic: Dungeon Editor Released!
- Replies: 47
- Views: 38106
Re: Dungeon Editor Released!
Done.petri wrote:Guys, if you want to help us, please spread the word about the editor and the discount
- 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...
- Thu Sep 27, 2012 9:04 am
- Forum: Modding
- Topic: [DONE] Grimrock Model Tookit
- Replies: 738
- Views: 649235
Re: [WIP] Grimrock Model Tookit
Shh, just pretend they're extra special content made especially for the modding communityjuho wrote:LOL. I totally forgot I did those lanterns
- 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.