Search found 524 matches
- Tue Jul 09, 2024 2:45 am
- Forum: Mod Creation
- Topic: Editor Tutorials on YouTube - part 15 is out
- Replies: 168
- Views: 330388
Re: Editor Tutorials on YouTube - part 15 is out
Hi. I couple of months ago I was asked something that I thought was common knowledge, how to import the main campaign into the editor. So I made a short tutorial about that and posted it to YouTube. https://youtu.be/jPUXngUUT9Y The links to the downloadable assets from the other videos have been bro...
- Mon Jan 11, 2021 11:35 pm
- Forum: Mod Creation
- Topic: Blender importer/exporter [1.7.1]
- Replies: 24
- Views: 29565
Re: Blender importer/exporter [1.5.0]
This is fantastic news , I will try this out for sure and report back. Tip: If you're making a new model, you might want to start by importing an existing Grimrock model anyway, because it will give you a Grimrock-compatible object hierarchy to work with. I especially recommend this for rigged model...
- Sat Jan 02, 2021 10:17 pm
- Forum: Mod Creation
- Topic: 64-bit version of LOG2
- Replies: 15
- Views: 25916
Re: 64-bit version of LOG2
If you understand you correctly, save games from custom mods made in the 32bit version wouldn't load in the 64bit version? but new save games in custom mods on the 64bit version would work, so if people are in the middle of a mod they needed to start over ?, you have already made the main campaign s...
- Sat Jan 02, 2021 9:03 pm
- Forum: Mod Creation
- Topic: Merry Christmas!
- Replies: 44
- Views: 68755
Re: Merry Christmas!
This is great John. I played it for a while today, tried to crash it but couldn't :D (socketing a weapon, then leave it in a puzzle like the statue that holds the sword, save, reload etc etc). This opens up so many possibilities, got me thinking that this should be its own crafting path instead of u...
- Fri Jan 01, 2021 9:54 pm
- Forum: Mod Creation
- Topic: Dense Forest Tileset For SuperGPU
- Replies: 4
- Views: 8492
Re: Dense Forest Tileset For SuperGPU
I really like this, reminds me of the one I did for "The Elder of Murwynd Woods" for LoG1, that also was inspired by Lands of Lore 1, but this one looks a lot better then the one I made back then ;) This looks really good, but I have one question. Since there is no additional model or text...
- Thu Dec 24, 2020 4:42 pm
- Forum: Mod Creation
- Topic: Merry Christmas!
- Replies: 44
- Views: 68755
Re: Merry Christmas!
Happy xmas to you as well and everyone in this community.
Looks like the xmas hunt is on
kind regards.
Skuggasveinn
Looks like the xmas hunt is on
kind regards.
Skuggasveinn
- Sat Dec 19, 2020 9:11 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3189270
Re: Ask a simple question, get a simple answer
So what is the point of it? is it for performance so it doesn't load the models the player usually wouldn't see or something? They are super important, some engine create their own mesh from models to use for vision culling, the Grimrock 2 engine uses models that you have to define as an Occluder m...
- Sat Dec 19, 2020 9:07 pm
- Forum: Mod Creation
- Topic: Editor Tutorials on YouTube - part 15 is out
- Replies: 168
- Views: 330388
Re: Editor Tutorials on YouTube - part 14 is out
Hi.
I added a short tutorial about Occluders seeing how important they are when levels start to get complex.
https://youtu.be/xAj65MM2lww
kind regards.
Skuggasveinn.
I added a short tutorial about Occluders seeing how important they are when levels start to get complex.
https://youtu.be/xAj65MM2lww
kind regards.
Skuggasveinn.
- Tue Dec 01, 2020 5:31 pm
- Forum: Mod Creation
- Topic: Automap Upgrade
- Replies: 2
- Views: 6460
Re: Automap Upgrade
very nice, thanks for sharing.
- Sat Nov 28, 2020 4:12 am
- Forum: Mod Creation
- Topic: Crow model Blender file with rig and flying animation
- Replies: 13
- Views: 21966
Re: Crow model Blender file with rig and flying animation
And we are done :D https://youtu.be/cexKGzZZceA Like minmay pointed out, script ignores a lot of things, bone constrains and IK can be kept. What really is needed is to have the hierarchy 100% correct, you need to triangulate the model, remove the custom bone shapes (that messes with the script), yo...