Hello fellow Grimrock modders.
Anyone that has followed msyblade's wonderful post on getting models into Grimrock has probably witnessed my bumbling attempts at learning how to make a custom item for LoG. In that post msyblade suggested that if I finally get it figured out that I should write a tutorial while it is still fresh in my head. Well here is my attempt at an original (hopefully) game item complete from start to finish.
First I must say I feel completely inadequate to write this, as everything I am doing is stuff someone else has needed to explain to me. I am not bringing up anything of my own other than the item idea. I suppose one good thing about my tutorial is not as likely to presume a certain level of prior knowledge as one written by an experienced modeler. With that said, credit must go where credit is due,
John Wordsworth - for the GMT and helping along the way
Isaac - much of Isaac's help has been through PM's and not visible to the public
germanny - for ton's of help in the texture and UV area.
skuggsavienn - for his wonderful video
manus - for scripting input
Remma - for pointing out Skuggs video and other input
ARdTRu - for help with textures
(I'm sure I have missed someone and anyone I missed will e added accordingly)
(this is a lengthy tutorial with a lot of images so it may take a few sittings to complete. All comments are welcome so feel free to chime in at anytime, just know the product my not be finished at the time of comment. I plan to include all my mistakes and guesswork.)
Concept - the idea is to make an altar that will be a drop in replacement for the standard Grimrock altar. By drop in I mean it will not have special properties, just look different. The altar is going to have a base like a rectangular shaped planter with a number of plant stalks supporting a flat slab which will serve as the altar surface. I will be using Blender Ver 2.66, paint.net, and the GMT to make and import the item.
To begin I am going to take a basic cube and scale it into a thin rectangle to start my base. To scale the cube I use the S key (for scale, which will scale in all directions) immediately followed by either the X, Y, or Z key to limit scaling along a single axis. Then I will use the G key (for grab) followed by the Z key to move the object along the Z axis until the bottom of the cube rest at 0 on the Z axis (so it will rest on the floor in Grimrock) I will then extrude the top face multiple times, each time scaling a bit larger than the previous. To extrude press the E key and then drag the mouse. In this case I will press Z after the E key to extrude only along the Z axis (If the blue line appears after pressing "E" then it is already going to extrude along the Z axis, no need to press "Z"). Once I get the base shaped close to what I want I will extruded the top once more without moving it, scale it inwards to create the lip (press "E" then immediately press enter which will make a new face at the same location. Then press "S" to scale and move the mouse towards the object to make it scale smaller). That will leave a face I can translate (move) downward into the center of the base making the area for the dirt. (At this point I had a picture but accidentally overwrote it ) Also note at this point don't worry about scale, just go for a good shape. It will be humongous when moved into GMT anyways.
Next I will open a second layer in blender (blender can use up to 20 layers and they are selectable just by clicking the square boxes in the middle of the 3D header on the bottom of the 3D window. Note they are only selectable in object mode) and add a plane mesh, which I will extrude up a couple times while scaling to create the top slab to serve as the altar surface. The scaling just created a small channel around the edge to give a little definition the top. Use shift key to select both layers and you can then position the top centered over the base a little higher than the base. So far I have, At this point I will make a file in my blender folder called plant alter to keep all my saves and other information in.
I will break for now and be back in a bit to continue (and I want to make sure the images are working ok)