Adding scope to the level editor? New meshes/textures/etc..

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Bek
Posts: 39
Joined: Fri Apr 13, 2012 3:39 am

Re: Adding scope to the level editor? New meshes/textures/e

Post by Bek »

Digitalforces wrote:Yesss... Grimrock in space! Change the dungeon into an old space-station, keys to keycards, the healing stones into recreation chambers and so on. I would love to create something like system shock (1) with this editor.
Win idea. In fact it would be excellent if a group would like to collaborate to create something, nothing like a good old community mod.
diego
Posts: 7
Joined: Fri Apr 13, 2012 3:53 am

Re: Adding scope to the level editor? New meshes/textures/e

Post by diego »

Bek wrote: Win idea. In fact it would be excellent if a group would like to collaborate to create something, nothing like a good old community mod.
This would be great, I would like to join such a group if importing assets will be possible. :P
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Digitalforces
Posts: 5
Joined: Mon Apr 16, 2012 10:35 pm
Location: Hamburg, Germany

Re: Adding scope to the level editor? New meshes/textures/e

Post by Digitalforces »

I would join too. Which kind of 3D-software you are using? I'm using Cinema 4D to create my animations.
Somewhere in the Blog i've read the AH guys used Softimage. It would be a greater challenge for me to learn to use Softimage then to beat the first Spiders :shock:
diego
Posts: 7
Joined: Fri Apr 13, 2012 3:53 am

Re: Adding scope to the level editor? New meshes/textures/e

Post by diego »

Digitalforces wrote:I would join too. Which kind of 3D-software you are using? I'm using Cinema 4D to create my animations.
Somewhere in the Blog i've read the AH guys used Softimage. It would be a greater challenge for me to learn to use Softimage then to beat the first Spiders :shock:
I'm used to 3ds Max. Hopefully they use a very common file format and thus it will not matter which software someone is using.
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