Dungeon Editor Progress

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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pulpum
Posts: 155
Joined: Wed Apr 18, 2012 1:23 am
Location: bordeaux, france

Re: Dungeon Editor Progress

Post by pulpum »

we'll be here for your come back. enjoy the holidays! :mrgreen:
Last edited by pulpum on Sat May 26, 2012 12:21 am, edited 1 time in total.
ad&d / ff / d&d
Wholley
Posts: 19
Joined: Thu Apr 12, 2012 1:57 pm

Re: Dungeon Editor Progress

Post by Wholley »

AHHHHHHHHHHHHH!!!!!!!!!!!! What am I going to do for 2 weeks without editor updates..... Well...hmmm... ok I just play DM1,DM2,Dm3... again for the 43 time I guess. You all have a great little rest and get relaxed because I expect 3 times as much work from you when you get back (didn't think I was gonna let you slack off now did you?). You gotta get on the expansion, the editor and start working on LOG 2 before the wave of excitement dies. See you in June
Later
Wholley
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Darklord
Posts: 2001
Joined: Sat Mar 03, 2012 12:44 pm
Location: England

Re: Dungeon Editor Progress

Post by Darklord »

This place will be be quiet the next few weeks I think. :(

Have fun though guys! :)

Daniel.l
A gently fried snail slice is absolutely delicious with a pat of butter...
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Crashbanito
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Re: Dungeon Editor Progress

Post by Crashbanito »

Have fun guys. You've most certainly earned it. ;)
Grimrock FAQ | If you see something fishy, flag that post! | My Gaming/Tech Blog
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Mire
Posts: 4
Joined: Fri Apr 27, 2012 8:23 am

Re: Dungeon Editor Progress

Post by Mire »

Enjoy your vacation.
I'm kind of jealous, how I'd like to go to a warm beach right now.

Mountain weather is too annoying, so much snow / heavy winds / rain / crazy temperature shifts =(.
I of Crimson Blood.
nikkivixen
Posts: 1
Joined: Thu May 17, 2012 6:38 pm

Re: Dungeon Editor Progress

Post by nikkivixen »

Im curious, will it be possible to import new dungeon architecture to the game? Ive got quite a bit of experience at making tilesets for Morrowind, the ones in Grimrock are much more simplistic and I think it'd be fun to make a bunch of them. I hope the models are in a common format so that new import scripts for blender arent required...
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Bees
Posts: 84
Joined: Tue Apr 17, 2012 10:37 pm

Re: Dungeon Editor Progress

Post by Bees »

nikkivixen wrote:Im curious, will it be possible to import new dungeon architecture to the game?
All signs point to "yes."
nikkivixen wrote:I hope the models are in a common format so that new import scripts for blender arent required...
Unknown, but there is already a working import script for Blender that works up to 2.62, thanks to bitcpy.
viewtopic.php?f=14&t=2162&start=20#p24317
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TZO2k12
Posts: 50
Joined: Mon Apr 02, 2012 6:19 am

Re: Dungeon Editor Progress

Post by TZO2k12 »

Take as much time off as you need/want you've earned it! :mrgreen:
Assumptions are the practical logic of the ignorant.
nblackburn
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Joined: Tue May 08, 2012 8:10 pm
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Re: Dungeon Editor Progress

Post by nblackburn »

Awesome work, could you possibly look into adding syntax highlighting as it would be a huge help :)
Nathaniel Blackburn
Graphic Designer & Web Developer
Ixnatifual

Re: Dungeon Editor Progress

Post by Ixnatifual »

I wonder if it'd be possible to add skybox ceilings for outdoor areas such as this.
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