crreating wall-sets

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
Post Reply
User avatar
.rhavin
Posts: 25
Joined: Fri Oct 13, 2017 1:10 pm
Location: Berlin
Contact:

crreating wall-sets

Post by .rhavin »

I have Gimp, Photoshop and Blender ready.

Can someone explain how to create a wallset? From what I've seen I think I'd need a floortile, some ceiling-model and at least one wall model and a pillar model.

I just need to know: what are the neccesary dimensions in blender and what do I have to do to make a wallset from a blender model?
User avatar
Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: creating wall-sets

Post by Isaac »

The easiest way to start is by installing Blender 2.73 (actually 2.71-2.73), and use Bitcopy's import/export script.

viewtopic.php?f=22&t=8086

This will let you load & save native model (and animation!) assets for LoG1 & 2.
(Bitcopy's script only works with these versions—no one has tinkered with updating it AFAIK)

LoG2 maps have a module height; found in the level's property menu. This sets the height of the level elevations. You may have noticed that the interior castle walls and ladders are of different height than their dungeon counterparts. You can make a wallset to suit your preferred module height.

Base set needs to have a pillar, floor, ceiling, wall, secret door (these are double sided), stairs_up, stairs_down, wall_text, secret button that matches your wall(s). Optional (but recommended) assets are: additional walls, additional secret buttons (small/medium/large); wall_drain, floor drain, wall decorations, door frames, light fixtures—certainly a torch-holder; portcullis, wall gratings, lever, locks (and the keys for those).

*You can have several variants of an asset, and have some of those distributed randomly in the tile definition; so that consecutive floors and walls need not be repeating copies of one another.

It helps a lot to simply load each of these into Blender, and customize; or just use them for visual aid. Load a floor model from the asset pack, and set your grid with it.

If you haven't done so already, then you will first want to download the official asset pack. Optional additional tools: The GMT & GGAT editors by Dr. John Wordsworth.
Post Reply