Search found 22 matches
- Tue Oct 30, 2012 3:10 pm
- Forum: Modding
- Topic: [DONE] Grimrock Model Tookit
- Replies: 738
- Views: 649733
Re: [WIP] Grimrock Model Tookit
... What modeler are you (or can you) use to edit the mesh? The GMT itself is not an editor (AFAIK). It can do limited scaling, but I believe that you would have to load the model into an editor to make changes to it; including the assignment of UV mapped textures. If this is an 'already mapped' mo...
- Sat Oct 20, 2012 7:47 pm
- Forum: Modding
- Topic: WIP wallset i am working on
- Replies: 6
- Views: 6580
Re: WIP wallset i am working on
ah, thanks!Neikun wrote:You can use list format instead of code to make a list.
- Like this
and this
did not know that
- Sat Oct 20, 2012 3:26 pm
- Forum: Modding
- Topic: [WIP] Mine Tileset
- Replies: 119
- Views: 109848
Re: [WIP] Mine Tileset
Once we get cracking on animations, I'd like to see a floor_pit who's trap door opens like falling debris. :3 nice idea, but how would it then close again? I assume it wouldn't, it would just have to be a "once" thing Yes. lol He does, however make a valid point, as I'm sure without a fil...
- Sat Oct 20, 2012 9:08 am
- Forum: Modding
- Topic: [WIP] Mine Tileset
- Replies: 119
- Views: 109848
Re: [WIP] Mine Tileset
nice idea, but how would it then close again?Neikun wrote:Once we get cracking on animations, I'd like to see a floor_pit who's trap door opens like falling debris. :3
- Fri Oct 19, 2012 7:18 pm
- Forum: Modding
- Topic: [DONE] Grimrock Model Tookit
- Replies: 738
- Views: 649733
Re: [WIP] Grimrock Model Tookit
now THAT is a monsterXanathar wrote: Probably the best that could be done with this snail (apart from trying different solutions like excluding some nodes) is disable the shell and use it as a worm monster
quick, kill it before it lays eggs!
- Fri Oct 19, 2012 5:24 pm
- Forum: Modding
- Topic: [WIP] Mine Tileset
- Replies: 119
- Views: 109848
Re: [WIP] Mine Tileset
Another idea:
maybe some sort of "mining site"?
would look like a normal wall but with picks and some sort of hole in it, like the statues for the temple wall set have it.
could also have some sort of ore or mineral in it (alcove?)
maybe some sort of "mining site"?
would look like a normal wall but with picks and some sort of hole in it, like the statues for the temple wall set have it.
could also have some sort of ore or mineral in it (alcove?)
- Fri Oct 19, 2012 3:01 pm
- Forum: Modding
- Topic: [DONE] Grimrock Model Tookit
- Replies: 738
- Views: 649733
Re: [WIP] Grimrock Model Tookit
The first pillar problem is probably related to 'wrong' export settings. I use 3ds max, and when I choose 'export smoothing groups' on object export this kind of problem appears. The smoothing groups stay intact even if you don't check this setting, the exporter simply export them as vertex normals...
- Fri Oct 19, 2012 12:38 pm
- Forum: Modding
- Topic: [DONE] Grimrock Model Tookit
- Replies: 738
- Views: 649733
Re: [WIP] Grimrock Model Tookit
Somehow the recalculate normals function does not seem to work as correct as it should do. I made a pillar for my wall set, it is a simple stretched box. but somehow the lighting is messed up upon importing it into the gmt. it looks correct in the toolkit, but ingame the model has some really odd bi...
Re: monsters
Thats really nice progress!
I really look forward to the first "full custom" monsters that will appear thanks to you!
I really look forward to the first "full custom" monsters that will appear thanks to you!
- Thu Oct 18, 2012 6:52 pm
- Forum: Modding
- Topic: WIP wallset i am working on
- Replies: 6
- Views: 6580
Re: WIP wallset i am working on
hmmm....Szragodesca wrote: The question is, what are your plans after the tileset?
maybe, when the animation import/export is done for the gmt, monsters?
player portraits?
custom item models/icons?
i dont know yet, ill have to decide when im done with it