Search found 5 matches

by moronickname
Wed Oct 10, 2012 11:44 am
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 681331

Re: [WIP] Grimrock Model Tookit

Cool wrapper!
then I will read properly the documentation in case you need someone to discuss with about the sdk :D
by moronickname
Wed Oct 10, 2012 11:30 am
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 681331

Re: [WIP] Grimrock Model Tookit

@JohnWordsworth: for the .fbx File Format Import/Export are you going to use the fbx sdk? I have been reading the doc of it this morning and the sample code for MyOwnWriterReader, and looks promising :)
by moronickname
Wed Oct 10, 2012 11:07 am
Forum: Modding
Topic: In Lua files, Why .fbx and not .model & .animation
Replies: 2
Views: 2609

Re: In Lua files, Why .fbx and not .model & .animation

yeah, probably is that.
by moronickname
Wed Oct 10, 2012 10:49 am
Forum: Modding
Topic: In Lua files, Why .fbx and not .model & .animation
Replies: 2
Views: 2609

In Lua files, Why .fbx and not .model & .animation

I have been reading the .lua files of monsters, wallset, etc... and in all of the references to the models and animations are to .fbx files, and not to .model and .animation, any idea why?
maybe a version from dev-phase while testing and creating new models?
by moronickname
Tue Oct 09, 2012 1:30 pm
Forum: Modding
Topic: [DONE] Grimrock Model Tookit
Replies: 738
Views: 681331

Re: [WIP] Grimrock Model Tookit

So, 2 things of note here. (A) Grimrock models are stored with a transform matrix in the model file. The altar is actually a massive model and is stored with a matrix that tells the game to scale it down to 0.01x the mesh size. There is no way to store this in OBJ format (without transforming the a...