Under Dungeon Tile Set - Reaching Compleation
Re: Under Dungeon Tile Set - Reaching Compleation
ahm - it would be nice if you could add a demo dungeon.
Nothing with a storyline or any puzzles - just some kind of exhibition to make it easyer to get an impression of your stuff.
(did that the last hour for pack one...)
Nothing with a storyline or any puzzles - just some kind of exhibition to make it easyer to get an impression of your stuff.
(did that the last hour for pack one...)
Last edited by THOM on Thu Mar 23, 2017 11:53 pm, edited 1 time in total.
Re: Under Dungeon Tile Set - Reaching Compleation
Thats a good idea, I was debaiting on doing that before I released it lol, but I just wanted it done haha.
I do have some parts that might need some explaining, eg: the roofing.
I do have some parts that might need some explaining, eg: the roofing.
Re: Under Dungeon Tile Set - Reaching Compleation
Neat! I couldn't resist doing a quick review of the models, I only noticed 2 issues:
- you don't need 4 separate identical ud_12x12_rock_ceiling models just to give them different materials; you can use one model and the "material" field on ModelComponent instead (saves both memory and disk space). Same problem with the curved rock wall models.
- the rigged models (ud_stone_button.model, ud_wall01_sb.model) have entirely flat shading
- you don't need 4 separate identical ud_12x12_rock_ceiling models just to give them different materials; you can use one model and the "material" field on ModelComponent instead (saves both memory and disk space). Same problem with the curved rock wall models.
- the rigged models (ud_stone_button.model, ud_wall01_sb.model) have entirely flat shading
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Under Dungeon Tile Set - Reaching Compleation
To be honest I was waiting for it. I'm happy you do that because sometimes I miss things lol.minmay wrote:Neat! I couldn't resist doing a quick review of the models, I only noticed 2 issues:
- you don't need 4 separate identical ud_12x12_rock_ceiling models just to give them different materials; you can use one model and the "material" field on ModelComponent instead (saves both memory and disk space). Same problem with the curved rock wall models.
- the rigged models (ud_stone_button.model, ud_wall01_sb.model) have entirely flat shading
- The textures, I had a feeling you could do something like that. How do you set that up btw? ( Ill make sure I do that next time)
tho 1 rock has a different uv map, the other 3 share a uv.
- The stone button I knew about, I can't seem to find a good tutorial on how to do animations using the blender plug-in.
I know the old way of doing it, but that causes them to come out all flat shaded. I tried to fix the models but the animations get screwed up.
I will fix it tho
To THOM: I have a tutorial dungeon all set up now
http://www.nexusmods.com/legendofgrimro ... ile?id=482
Re: Under Dungeon Tile Set - Reaching Compleation
Code: Select all
defineObject{
name = "ud_12x12_rock_ceiling_d",
baseObject = "base_floor_decoration",
components = {
{
class = "Model",
model = "mod_assets/vb_models/models_under_d/env/ud_12x12_rock_ceiling.fbx",
staticShadow = true,
material = "ud_rock_03",
},
},
editorIcon = 256,
minimalSaveState = true,
tags = { "VB","Under Dungeon" },
}
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Under Dungeon Tile Set - Reaching Compleation
Thanks a lot - that's helps much.vanblam wrote: To THOM: I have a tutorial dungeon all set up now
http://www.nexusmods.com/legendofgrimro ... ile?id=482
Re: Under Dungeon Tile Set - Reaching Compleation
So, the pack is indeed complete?
Re: Under Dungeon Tile Set - Reaching Compleation
Question about the tileset. Hope vanblam is still around.
When fiddling around with adding this tileset into my mod. I noticed that the wall, floor, and ceiling objects don't have any occluders on them (the alcove has one) ...
don't they need a occluder or am I missing something here?
and would adding the normal dungeon tileset occluders into the definitions work?
(Just for info: I also noticed that the textures alone are around 200 mb in this set, while alot of them arent even used in the objects that are in the set. I managed to trim the size down to about 100 mb, this is including sizing down some of the textures from 2048*2048 to 1024*1024)
When fiddling around with adding this tileset into my mod. I noticed that the wall, floor, and ceiling objects don't have any occluders on them (the alcove has one) ...
don't they need a occluder or am I missing something here?
and would adding the normal dungeon tileset occluders into the definitions work?
(Just for info: I also noticed that the textures alone are around 200 mb in this set, while alot of them arent even used in the objects that are in the set. I managed to trim the size down to about 100 mb, this is including sizing down some of the textures from 2048*2048 to 1024*1024)
Re: Under Dungeon Tile Set - Reaching Compleation
Jeeez. I am getting old and senile... already asked this question in 2015 and got an answer from minmay...
Guess ill add occluders to the under dungeon set then... cos they are missing
Guess ill add occluders to the under dungeon set then... cos they are missing
- AndakRainor
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Re: Under Dungeon Tile Set - Reaching Compleation
Oh and also some surfaces are defined in minimalSaveState objects. So they don't work when you reload the game. You should change their definitions too.