Search found 26 matches

by Huder
Tue Oct 16, 2012 12:12 am
Forum: Modding
Topic: [ASSET] Huder's custom assets
Replies: 23
Views: 21965

Re: [ASSET] Huder's custom assets

:D now working great! There's a hope to see a circular one? Round shapes has ugly shading in current version of GMT. When GMT will support .fbx format i will do this. Something cool for alcove mafia :D It's not scripted as alcove i'm bad at scripting so i made only decoration. bookcase http://www.m...
by Huder
Mon Oct 15, 2012 2:15 pm
Forum: Modding
Topic: Spawn random items from a list?
Replies: 15
Views: 17597

Re: Spawn random items from a list?

#stuff
What this hash means?
by Huder
Mon Oct 15, 2012 2:46 am
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 629886

Re: [WIP] Grimrock Model Tookit

Equally, when FBX import works, you should be able to export that data from the modelling app too
I wonder why blender can only export to .fbx but can't import lol.
by Huder
Mon Oct 15, 2012 12:04 am
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 629886

Re: [WIP] Grimrock Model Tookit

Today i noticed some shadow glitches on my models, some edges are totally black ( in game with one light source ), so i spend whole day to discover what is wrong. First i thought it is some blender exporting issue with smoothing vertex or with vertex normals. But now i know what is wrong. Recalulate...
by Huder
Sun Oct 14, 2012 1:35 pm
Forum: Modding
Topic: [ASSET] Huder's custom assets
Replies: 23
Views: 21965

Re: [ASSET] Huder's custom assets

Ah right i forgot to add material script xD defineMaterial{ name = "huder_pedestal", diffuseMap = "mod_assets/textures/env/huder_pedestal_dif.tga", specularMap = "mod_assets/textures/env/huder_pedestal_spec.tga", normalMap = "mod_assets/textures/env/huder_pedestal_...
by Huder
Sun Oct 14, 2012 12:57 am
Forum: Modding
Topic: [ASSET] Huder's custom assets
Replies: 23
Views: 21965

[ASSET] Huder's custom assets

Hi i made this thread to share my custom models and textures with you. Here comes first: Update You can spot some shadows glithes, i will redone all models if John's GMT will support .fbx format. Environment Pedestal Material script ( i forgot about that in readme ) defineMaterial{ name = "hude...
by Huder
Sat Oct 13, 2012 6:32 pm
Forum: Modding
Topic: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Replies: 353
Views: 297501

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Normals on my model are not recalulated that why you can see this black shadow on edges. Sorry for that, here is fix: http://www.mediafire.com/?c584r3p38rhdw08
by Huder
Sat Oct 13, 2012 1:07 pm
Forum: Modding
Topic: The Custom Alcove Thread. (Neikun, Batty and Crisman)
Replies: 353
Views: 297501

Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

I have read whole this great topic. You guys are awesome.
Here is ledge model for waltar: http://www.mediafire.com/?c584r3p38rhdw08 ( no additional materials is needed )
Hope this is a temporary solution for your bug :)

Image:
SpoilerShow
Image
Edit: Link is updated
by Huder
Fri Oct 12, 2012 7:04 pm
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 629886

Re: [WIP] Grimrock Model Tookit

Yes that was this scale problem. Thank you.
If this is common then i sugest you to add pop up message with this info when exporting.
by Huder
Fri Oct 12, 2012 6:22 pm
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 629886

Re: [WIP] Grimrock Model Tookit

I can't import stuff. When i open Grimrock model and choose export to .obj it is exporting fine ( i can load this .obj to blender ) but if i want import this model back then nothing happens. I see only grid.

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