Making new art assets (and WIP)

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bitcpy
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Joined: Tue Apr 24, 2012 7:43 pm

Re: Making new art assets (and WIP)

Post by bitcpy »

You're right CaveTroll, thank you for fixing that.
It was incorrect on mine as well (Blender 2.62)

I had a look at 'models/items/arrow' and 'models/items/long_sword' and as far as I can tell it seems to be vertex colors.
I updated the script to handle it as such as well as adding the corrections you posted earlier and everything seems to work just fine.

New pastebin here
http://pastebin.com/sm7NY40N
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Isaac
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Re: Making new art assets (and WIP)

Post by Isaac »

bitcpy wrote:You're right CaveTroll, thank you for fixing that.
It was incorrect on mine as well (Blender 2.62)

I had a look at 'models/items/arrow' and 'models/items/long_sword' and as far as I can tell it seems to be vertex colors.
I updated the script to handle it as such as well as adding the corrections you posted earlier and everything seems to work just fine.

New pastebin here
http://pastebin.com/sm7NY40N
Thank you for this; it's working well in Blender 2.62; (which is wonderful 8-) ).
Image

*In Blender 2.63, I get an error (loading the same mesh) that states "Mesh" object has no attribute "Faces".
So they must have changed something that breaks your script. :cry:
http://i271.photobucket.com/albums/jj12 ... rError.jpg

Something to do with Bmesh perhaps?
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Tomm
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Re: Making new art assets (and WIP)

Post by Tomm »

Yeah the importer works perfectly.. used blender 2.62, great work guys!

edit: any chance of importing animations?
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germanny
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Re: Making new art assets (and WIP)

Post by germanny »

Yes, the same error as Isaac noticed here, but it is the same with blender 2.62 + 2.63.
Tested official 2.63, trunk 2.63 + trunk 2.62.
Me too thinking of Bmesh related prob.

Or is there something i have to do w. mesh + textures after extracting and before import?

Thx for this anyway, great ;)
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germanny
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Re: Making new art assets (and WIP)

Post by germanny »

Ok, test with official release Blender 2.62 works!
Definite an error with new Bmesh format.

Image
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germanny
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Re: Who is able to write a blender im/export script?

Post by germanny »

Is any of you guys able to write a new import/export script for Blender with Bmesh (above v2.62) ?
Since file specs are available (http://www.grimrock.net/modding/ ) beside editor beta, it would be easier?

If i had time to do and learn how - i would ;)
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juho
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Re: Making new art assets (and WIP)

Post by juho »

Bees wrote:So I thought one of the first things I'd try is making a new environment tileset. Will I have to match the existing tilesets exactly? As in, just one wall, one floor, one ceiling, one archway, and one column to stick in between wall segments? Just wondering so I know how to plan it out.
The current tileset "rules" limit you to 3 meter grid, but you can be pretty creative and bend the rules a bit. The current tilesets are highly modular and work in pretty much any case (except Iron Doors can't be placed in outer corner of tunnel). You can for example do a tileset without pillars by just adding empty object to pillar's place.

You can also have variation pieces. For example Dungeon tileset has 4 different floortiles that are randomly distributed and rotated.

To a get fully functional and modular tileset can be a lot work, but it gives you so much more freedom to design your levels without restrictions.
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Isaac
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Re: Making new art assets (and WIP)

Post by Isaac »

juho wrote:The current tileset "rules"
I would love to see a thread with an expanded list of those 'rules' pinned in the modder's section. Now is the time to write one; especially with the editor so soon to be released. A good list of 'best practices' and 'rules' would be really valuable if made available when the editor is released. 8-)

*** Edit: and there it is... http://www.grimrock.net/modding/asset-d ... reference/
I wish I'd found it sooner :oops:
Last edited by Isaac on Wed Sep 12, 2012 9:07 pm, edited 1 time in total.
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Bees
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Re: Making new art assets (and WIP)

Post by Bees »

Thanks very much juho, another thing I'd like to know is whether or not I need design my walls so that the hidden button locations match, or if those locations are defined elsewhere.

edit: nevermind, I just looked in the Modding reference and found my answer
http://www.grimrock.net/modding/asset-d ... reference/
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J. Trudel
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Re: Making new art assets (and WIP)

Post by J. Trudel »

juho wrote:
The current tileset "rules" limit you to 3 meter grid, but you can be pretty creative and bend the rules a bit. The current tilesets are highly modular and work in pretty much any case (except Iron Doors can't be placed in outer corner of tunnel). You can for example do a tileset without pillars by just adding empty object to pillar's place.

You can also have variation pieces. For example Dungeon tileset has 4 different floortiles that are randomly distributed and rotated.

To a get fully functional and modular tileset can be a lot work, but it gives you so much more freedom to design your levels without restrictions.
What exactly are those tileset rules? I am interested in making tilesets however it's hard to find the specs for wall pillars, floortiles etc. I understand that its a 3m grid but hat about wall height or thickness ? Can the ceiling be like a gothic arch or do it need to be flat ? Could the pillars be made bigger? Correct (maximum) x,y,z values for each 'parts' would be appreciated.
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