Search found 10 matches

by Geistertanz
Sun Oct 28, 2012 10:51 am
Forum: Modding
Topic: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
Replies: 388
Views: 333712

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

It is your birthday?

In that case: Happy Birthday! I hope you get alcoves full of presents! :-)
by Geistertanz
Sun Oct 07, 2012 10:01 pm
Forum: Modding
Topic: Creating exterior levels (example with Workshop link)
Replies: 23
Views: 22085

Re: Creating exterior levels (example with Workshop link)

is anyone else working on this kind of stuff? I have been messing with some blue skies as well as night and some custom grounds like grass etc. How is your work going so far? Do you have any screenshots? I also updated my Workshop file to include basic ogre npcs (you know: 3d & not attacking yo...
by Geistertanz
Mon Oct 01, 2012 4:49 am
Forum: Modding
Topic: Creating exterior levels (example with Workshop link)
Replies: 23
Views: 22085

Re: Creating exterior levels (example with Workshop link)

JohnWordsworth, lmaoboat: It would look way better with higher boxes (the movement of the stars wouldn't be as apparent to the player if they are higher up and two-story buildings have better visuals for any cityscape), but it is a lot of work, because you need to edit every single wall set and deco...
by Geistertanz
Mon Oct 01, 2012 12:12 am
Forum: Modding
Topic: Creating exterior levels (example with Workshop link)
Replies: 23
Views: 22085

Re: Creating exterior levels (example with Workshop link)

if the stars don't move :) I think it's ok :) have you tried some hubble pics? they always look fantastic... I did, but the more detailed the sky gets, the more fake it looks ingame because of the repeating tiles. You get the best results with a simple skybox. I also tried a daylight version, but t...
by Geistertanz
Sun Sep 30, 2012 11:49 pm
Forum: Modding
Topic: Creating exterior levels (example with Workshop link)
Replies: 23
Views: 22085

Creating exterior levels (example with Workshop link)

EDIT: You can now find a village with severeal houses, a small market (not working at the moment), a gladiatoral pit, a temple and ogre npcs (also quite unresponsive at the moment) at the Nexus! Look for the "Village of Ravenwood" on "Steam Workshop" or the Grimrock Nexus . Hope ...
by Geistertanz
Sat Sep 29, 2012 3:12 pm
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 675982

Re: [WIP] Grimrock Model Tookit

Works like a charm! Here is my WIP-shop alcove. http://img411.imageshack.us/img411/5872/grimrockshop.jpg As I am using the old Dungeon Master shop keeper as a placeholder until I find a better and free alternative, here is what I did: 1) Open "assets/model/env/dungeon_wall_alcove.model" wi...
by Geistertanz
Fri Sep 21, 2012 5:18 pm
Forum: Modding
Topic: Is there a Blender setup tutorial? (Grimrock specific)
Replies: 5
Views: 5620

Re: Is there a Blender setup tutorial? (Grimrock specific)

2. No (at least I didn't and it worked). 3. There is a dat extractor somewhere, can be found on this forum. Just search for it, it's easy to find. 4. You wait, just like anyone else. :P Sadly there is no exporter yet. :( The current importer is good for looking at the models to see the dimensions e...
by Geistertanz
Fri Sep 21, 2012 5:01 pm
Forum: Modding
Topic: Is there a Blender setup tutorial? (Grimrock specific)
Replies: 5
Views: 5620

Re: Is there a Blender setup tutorial? (Grimrock specific)

petri wrote:You don't need to extract any files from the dat file. In fact you are allowed to use and distribute with your mods only those files that are contained in the asset pack.
Thought as much. Thanks for the answer. :-)
by Geistertanz
Fri Sep 21, 2012 4:29 pm
Forum: Modding
Topic: Is there a Blender setup tutorial? (Grimrock specific)
Replies: 5
Views: 5620

Is there a Blender setup tutorial? (Grimrock specific)

Hello! I just installed Blender 2.6.2 and also got CaveTroll's import script ( from this post ). But being new to Blender, I came across severeal issues that weren't clear in the previous posts about adding new assets. So I hope yaou guys can help me out with this: 1) Running the import script succe...
by Geistertanz
Fri Sep 21, 2012 6:29 am
Forum: Modding
Topic: Trading - How it could be done with static assets
Replies: 2
Views: 3229

Trading - How it could be done with static assets

As the engine currently doens't allow for a true trading interface, I thought about adding a simple shop system using custom alcove assets. Instead of an alcove, it would be a counter with iron bars and the "npc" would be a static part of that asset (like in the old dungeon crawlers, where...