Making new art assets (and WIP)
Re: Who is able to write a blender im/export script?
Is any of you guys able to write a new import/export script for Blender with Bmesh (above v2.62) ?
Since file specs are available (http://www.grimrock.net/modding/ ) beside editor beta, it would be easier?
If i had time to do and learn how - i would
Since file specs are available (http://www.grimrock.net/modding/ ) beside editor beta, it would be easier?
If i had time to do and learn how - i would
Dungeon Master Resource Pack worker and passionated Beer drinker
Re: Making new art assets (and WIP)
The current tileset "rules" limit you to 3 meter grid, but you can be pretty creative and bend the rules a bit. The current tilesets are highly modular and work in pretty much any case (except Iron Doors can't be placed in outer corner of tunnel). You can for example do a tileset without pillars by just adding empty object to pillar's place.Bees wrote:So I thought one of the first things I'd try is making a new environment tileset. Will I have to match the existing tilesets exactly? As in, just one wall, one floor, one ceiling, one archway, and one column to stick in between wall segments? Just wondering so I know how to plan it out.
You can also have variation pieces. For example Dungeon tileset has 4 different floortiles that are randomly distributed and rotated.
To a get fully functional and modular tileset can be a lot work, but it gives you so much more freedom to design your levels without restrictions.
Follow me on Twitter: @JuhoMakingStuff
Re: Making new art assets (and WIP)
I would love to see a thread with an expanded list of those 'rules' pinned in the modder's section. Now is the time to write one; especially with the editor so soon to be released. A good list of 'best practices' and 'rules' would be really valuable if made available when the editor is released.juho wrote:The current tileset "rules"
*** Edit: and there it is... http://www.grimrock.net/modding/asset-d ... reference/
I wish I'd found it sooner
Last edited by Isaac on Wed Sep 12, 2012 9:07 pm, edited 1 time in total.
Re: Making new art assets (and WIP)
Thanks very much juho, another thing I'd like to know is whether or not I need design my walls so that the hidden button locations match, or if those locations are defined elsewhere.
edit: nevermind, I just looked in the Modding reference and found my answer
http://www.grimrock.net/modding/asset-d ... reference/
edit: nevermind, I just looked in the Modding reference and found my answer
http://www.grimrock.net/modding/asset-d ... reference/
Re: Making new art assets (and WIP)
What exactly are those tileset rules? I am interested in making tilesets however it's hard to find the specs for wall pillars, floortiles etc. I understand that its a 3m grid but hat about wall height or thickness ? Can the ceiling be like a gothic arch or do it need to be flat ? Could the pillars be made bigger? Correct (maximum) x,y,z values for each 'parts' would be appreciated.juho wrote:
The current tileset "rules" limit you to 3 meter grid, but you can be pretty creative and bend the rules a bit. The current tilesets are highly modular and work in pretty much any case (except Iron Doors can't be placed in outer corner of tunnel). You can for example do a tileset without pillars by just adding empty object to pillar's place.
You can also have variation pieces. For example Dungeon tileset has 4 different floortiles that are randomly distributed and rotated.
To a get fully functional and modular tileset can be a lot work, but it gives you so much more freedom to design your levels without restrictions.
The Lurker
Re: Making new art assets (and WIP)
The ceilings apparently can be tall or arched somewhat in the center, as you can see in the "cave in" ceiling. And of course there are the pit ceilings. But it looks like all the edges of the ceiling need to be down to the wall height on all four sides (unless you had a really custom section with some ceiling pieces that were tall but must go together or other things will look wrong)
Finished Dungeons - complete mods to play
Re: Making new art assets (and WIP)
I also did notice that, as well as the floor tiles with 'grates' seems to be pretty deep, however I am not sure for wall height. They seems to be between 3,5 m and 4m but it's probably fixed since the engine needs to know where to put the ceiling.Komag wrote:The ceilings apparently can be tall or arched somewhat in the center, as you can see in the "cave in" ceiling. And of course there are the pit ceilings. But it looks like all the edges of the ceiling need to be down to the wall height on all four sides (unless you had a really custom section with some ceiling pieces that were tall but must go together or other things will look wrong)
Edit : Okay so from what I've read, every tiles are 3m x 3m, the pillars as well as the walls are also 3m tall. So... I am still wondering how this cube would be able to roll, and also how wide are walls, unles they are really only a surface and not a solid.
The Lurker
Re: Making new art assets (and WIP)
The ceiling can be at any height. Just model the walls as high as you like. The ceiling model should be modeled so that when it's placed in a square it is at the correct height.
Re: Making new art assets (and WIP)
So if my understanding is corect I model the wall as high as I want and the ceiling will ajust itself automaticaly?petri wrote:The ceiling can be at any height. Just model the walls as high as you like. The ceiling model should be modeled so that when it's placed in a square it is at the correct height.
The Lurker
Re: Making new art assets (and WIP)
You have to model the ceiling so that it's floating in the air at the desired altitude.J. Trudel wrote:So if my understanding is corect I model the wall as high as I want and the ceiling will ajust itself automaticaly?petri wrote:The ceiling can be at any height. Just model the walls as high as you like. The ceiling model should be modeled so that when it's placed in a square it is at the correct height.