{Instructional}Getting .Models into LoG

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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JohnWordsworth
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Re: {Instructional}Getting .Models into LoG

Post by JohnWordsworth »

@maneus: No problems - if it serves a purpose, it will stay. I might just put a note in the menu somewhere, or on first use, to note that the assimp importer also handles OBJ files. :)
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Ryeath_Greystalk
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Re: {Instructional}Getting .Models into LoG

Post by Ryeath_Greystalk »

SUCCESS!!!!

After watching skuggsavienn's video I tried to get my urn into the game. I used the temple wall material as the texture then used the defineObject from phitts table (blockage) for the urn definition, and
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:D :D :D
Ryeath_Greystalk
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Re: {Instructional}Getting .Models into LoG

Post by Ryeath_Greystalk »

A little bit more stuff.

I wanted to make a special floor tile to place my urn on since it really blends into the floor and wall. I exported the temple floor tile then made a flat plane the same size as the floor piece. I removed the middle section and gave the edges an uneven surface. Unwrapped it and retextured with the temple floor texture. Then I made another plane to fit the middle section, roughed it up a little, unmapped it and gave it a concrete texture I found online. Then I joined the two objects together and it looks something like this in Blender,
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I exported as obj file and opened it in GMT. Even though it was one object in blender it came up as two nodes in GMT (actually 3 but only 2 turned it red). I applied the temple floor texture to the outer rim with no problem. I could not get the GMT to recognize the concrete texture however. It is a DDS file in the same folder as the other textures, just can't get it to pull up, even if I typed it in. Not sure why that is, but eventually I gave up and put the glass wall texture in the middle.
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My edges aren't quite as sharp as the game squares so next time I know I will need to think about the edges better, but I still would like to figure out the concrete dds issue. (And figure out why my pictures are so small all of a sudden.)
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Isaac
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Re: {Instructional}Getting .Models into LoG

Post by Isaac »

Ryeath_Greystalk wrote:I could not get the GMT to recognize the concrete texture however. It is a DDS file in the same folder as the other textures, just can't get it to pull up, even if I typed it in. Not sure why that is, but eventually I gave up and put the glass wall texture in the middle.
To use an image in the game, it must have a material description in the project; [usually placed in Materials.lua]. The GMT can use what materials it has a listing for; also (for temporary use in the GMT) you can create a temp-material in the material tab; and assign it as usual. Useful for previewing, but only in the GMT itself (for now... though that might change with the next GMT version).
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...why my pictures are so small all of a sudden.)
How are you creating these pictures?
Ryeath_Greystalk
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Re: {Instructional}Getting .Models into LoG

Post by Ryeath_Greystalk »

I'm creating the pictures by pressing 'print screen' button and pasting in paint. All my first ones were big enough but I must have changed something or am doing it slightly different because my last few are tiny. I will get it figured out.

I will look into the materials definition and see if I can make one for the concrete. And I want to see if I can define the edges better.

And I apologize to msyblade, I feel as though I've hi-jacked the thread.
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Isaac
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Re: {Instructional}Getting .Models into LoG

Post by Isaac »

Ryeath_Greystalk wrote:I'm creating the pictures by pressing 'print screen' button and pasting in paint. All my first ones were big enough but I must have changed something or am doing it slightly different because my last few are tiny. I will get it figured out.

I will look into the materials definition and see if I can make one for the concrete. And I want to see if I can define the edges better.
Paint is not the most ideal choice; but you can set the image size to match your desktop. [Image>>Atributes]

My preferred choice is to use Irfanview.

EDIT: A very good DDS option (and all-around MS-Paint replacement) is Paint.NET. It supports saving to DDS format natively, and has a very neat preview, and plenty of DDS options; (Icon DDS textures are different settings than model textures). If you are creating your own textures for Blender/Grimrock, this might become your go-to image editor.

And I apologize to msyblade, I feel as though I've hi-jacked the thread.
Textures are part of getting the models imported.
Last edited by Isaac on Wed Jul 17, 2013 4:24 pm, edited 5 times in total.
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maneus
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Re: {Instructional}Getting .Models into LoG

Post by maneus »

Copy a material discription in the material.lua file and rename the material name in whatever you want.
Then rename the difuseMap path with the path your .dds file (the image that you have used in blender) has and save it.

Thats all. Reload your material library in the GMT and choose your material in the list of materials.

Voila, now your custom object must have your wished texture.
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Isaac
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Re: {Instructional}Getting .Models into LoG

Post by Isaac »

... And remember that the texture names must have their ".DDS" extension listed as ".TGA" in the material definition.

eg. MyTexture.dds needs to be MyTexture.tga ; though the actual image file must remain 'dds'.
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msyblade
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Re: {Instructional}Getting .Models into LoG

Post by msyblade »

Ha! Your posts are quite informative for everyone Ryeath! I don't have much add yet outside of questions, and the forum is quite slow right now. So not only am I glad you're diving into this stuff (Ooooooooh, remember LoG2 is around the corner!) I'm glad you're sharing the experience with us as you do. Weeks or months from now, when someone new decides they are gonna crack the shell of modding LoG, your posts will make this a much more useful thread for them. So thanks, you may be saving a lot of people, a lot of frustration.

Yeah, define your material definition. I just always kept a section in my material.lua to keep all of my imports in, just defined em like normal, in the normal place. However I also keep a tester dungeon to filter it all through before adding to my actual project.
Edit: and note Isaac's point above. they are called .tga in the mat.lua

Also, I use a free to download .dds converter called "x2y converter". It converts to everything, but the .dds settings are pre-configured to LoG standards, so it works flawlessly with GMT.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

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AdrTru
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Re: {Instructional}Getting .Models into LoG

Post by AdrTru »

I made .dds on plugin in photoshop and
I love tool CrazyBump export files from this program are too compatible with LOG.
Some problem is with this program licence and price.

Solutions for win:
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make file cb.bat with this code and run for reset trial time period

Code: Select all

@echo off
erase "C:\ProgramData\licensecb"
erase "%USERPROFILE%\AppData\Local\licensecb
erase "%USERPROFILE%\AppData\Local\VirtualStore\ProgramData\licensecb"

reg delete HKEY_CURRENT_USER\Software\licensecb /f
echo:Trial cleared! You can now use crazybump for another month.
:end
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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