Making new art assets (and WIP)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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germanny
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Re: Who is able to write a blender im/export script?

Post by germanny »

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 ;)
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juho
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Re: Making new art assets (and WIP)

Post by juho »

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.
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.
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Isaac
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Re: Making new art assets (and WIP)

Post by Isaac »

juho wrote:The current tileset "rules"
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. 8-)

*** Edit: and there it is... http://www.grimrock.net/modding/asset-d ... reference/
I wish I'd found it sooner :oops:
Last edited by Isaac on Wed Sep 12, 2012 9:07 pm, edited 1 time in total.
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Bees
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Re: Making new art assets (and WIP)

Post by Bees »

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/
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J. Trudel
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Re: Making new art assets (and WIP)

Post by J. Trudel »

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.
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.
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Komag
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Re: Making new art assets (and WIP)

Post by Komag »

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)
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J. Trudel
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Re: Making new art assets (and WIP)

Post by J. Trudel »

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)
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.

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.
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petri
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Re: Making new art assets (and WIP)

Post by petri »

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.
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J. Trudel
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Re: Making new art assets (and WIP)

Post by J. Trudel »

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.
So if my understanding is corect I model the wall as high as I want and the ceiling will ajust itself automaticaly?
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petri
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Re: Making new art assets (and WIP)

Post by petri »

J. Trudel wrote:
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.
So if my understanding is corect I model the wall as high as I want and the ceiling will ajust itself automaticaly?
You have to model the ceiling so that it's floating in the air at the desired altitude.
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