Shadowgate 2014 "Inspired" (Resource Pack)

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vanblam
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Joined: Sun Nov 09, 2014 12:15 am

Re: Shadowgate 2014 "Inspired" (Resource Pack)

Post by vanblam »

lol I think Ill just release the box so you guys can have fun with it :P

Actually I think I will. Ill add the blend file too.

EDIT: The zip file is below. All you need to do is drag and drop the mod_assets folder and overwrite your mod_assets folder. Then just initialize the 2 init scripts and your good to go. I hope I set everything up correctly :P

Download Here!
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vanblam
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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Post by vanblam »

Made a better looking lever ( used grimrock 2 textures for it :P ) , the other one looked a little weak. Also created a new tablet thing for buttons and levers to attach to.

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Isaac
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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Post by Isaac »

Using the game textures for models (when possible) is a great way to keep the size down; especially the normal maps.
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vanblam
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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Post by vanblam »

Update:

-Added a thin and thick portcullis/grates.

-Redesigned my chasms, they are now 1x6 long and will auto destroy things in the way and replace them with hat-less versions. There are 2 of them, one is shallow the other is very deep.

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kelly1111
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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Post by kelly1111 »

Looking wonderfull. Really like the mine shaft / mine stope feeling of it all.
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vanblam
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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Post by vanblam »

kelly1111 wrote: Wed May 08, 2019 4:02 pm Looking wonderfull. Really like the mine shaft / mine stope feeling of it all.
Thank you :D
Hopefully I can get this in everyone's hands pretty soon :)
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vanblam
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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Post by vanblam »

Made a change to the thinner portcullis by adding more sections, it looks more stout now. Created ends for both.

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kelly1111
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Joined: Sun Jan 20, 2013 6:28 pm

Re: Shadowgate 2014 "Inspired" (Resource Pack)

Post by kelly1111 »

Just curious. Do you have an aproximation on how big this tileset is (mbs?)
And are you using 2028 textures and normal maps like you did with the underdungeon set?
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vanblam
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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Post by vanblam »

kelly1111 wrote: Wed May 08, 2019 5:51 pm Just curious. Do you have an aproximation on how big this tileset is (mbs?)
And are you using 2028 textures and normal maps like you did with the underdungeon set?
I don't really know exactly how big the file will be, but most the textures are 1024,512,256 and only a few are 2048. Before I release it I plan on doing some major optimization to bring the size down as much as possible. I will resize some textures and remove some that are not being used so much and try to atlas them. I do have many music/ambient tracks that I will set as a separate download so you can pick and choose if you wish to use them. Once I get an idea of the size I will post it :)

I also plan on setting the Hierarchy for the files to be as simple and clean as possible so when I release future tile sets they will coincide with each other.

Maybe after I'm done with Red Cave I can fix Under Dungeon.
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vanblam
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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Post by vanblam »

I am having an issue with my stairs object. When it is placed it will destroy all pillars and slopes around it. (and this works just fine) But when I replace the big pillars with new ones they spawn twice for some reason and I have no idea why. I commented out the "spawn" and all the things I have set destroy are gone so I know its not just placing them over existing ones. I looked around at other objects that destroy and replace, they are doing the same thing. As you know coding and I are not good friends so I can't figure this out lol. The code below is pretty much just a copy of the mine_stairs_up object definition. Don't know if this helps but when I have it place a mine_pillar_hatless it will spawn that twice too.

EDIT: I figured it out, because I'm destroying multiple objects in the same location its placing pillars for all the destroyed objects not just pillars. I can't believe I didn't notice that before :P
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