Dungeon Editor Progress

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Thels
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Re: Dungeon Editor Progress

Post by Thels »

petri wrote:I think I've finally nailed how custom assets work. Mods can now contain custom items, monsters, dungeon objects, wall sets, sounds, materials, textures, animations, meshes and models. Cinematics and some other smaller things are still missing though.

However I don't think we are going to release and maintain tools for generating meshes and animations in game readable format. The problem is that maintaining these for the gazillion of different content creation tools is a lot of work and would be pretty much a fulltime job for one man. What we could do, however, is to release the specs for the mesh and animation file formats, so that some creative people out there could step out and help the modding community.

How does this sound?
That would be awesome!

The thing we really need from AH is LoG supporting assets included withing the dungeon/modpack, since that can only be done on your side.

An asset importer/exporter (or perhaps only an importer) included with the editor would also really helpful, but it could be worked around.

As for generation of the assets to be imported, I think you can safely leave that to the end users. There's probably enough of us that are knowledgeable and have the available time to provide the required support tools for that. We rather see you working on the game itself. :)
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Jirodyne
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Re: Dungeon Editor Progress

Post by Jirodyne »

The editor just sounds more and more epic! Can we have another sneak peak? Or a rough guess of when it will be done? maybe a few screenshots of what the Beta testers have made so far? :P
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Thels
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Re: Dungeon Editor Progress

Post by Thels »

Jirodyne wrote:The editor just sounds more and more epic! Can we have another sneak peak? Or a rough guess of when it will be done? maybe a few screenshots of what the Beta testers have made so far? :P
Darklord wrote:put a crown on a snail to make him a king snail
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Everything you request him to do that's not helping the editor get along will delay the editor's release! :P
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Darklord
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Re: Dungeon Editor Progress

Post by Darklord »

ALL BOW DOWN AND WORSHIP THE KING OF SNAILS!!!

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

Post by petri »

Darklord wrote:Does this mean people would be allowed to modify/distribute the existing assets?
Let's get back to this subject later. I want to finish coding before we think about the modding & asset usage terms.
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Billick
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Re: Dungeon Editor Progress

Post by Billick »

Jirodyne wrote:The editor just sounds more and more epic! Can we have another sneak peak? Or a rough guess of when it will be done? maybe a few screenshots of what the Beta testers have made so far? :P
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WANT
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Me Grimrock no bozo!
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Bees
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Re: Dungeon Editor Progress

Post by Bees »

Will there be any way to decouple new assets from mods? As in, if people make new meshes and textures for others to use in dungeons, can they be packaged in such a way that players download their dungeons and the required asset packs once, rather than having the assets bundled redundantly in each dungeon that uses them?
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Isaac
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Re: Dungeon Editor Progress

Post by Isaac »

petri wrote:I think I've finally nailed how custom assets work. Mods can now contain custom items, monsters, dungeon objects, wall sets, sounds, materials, textures, animations, meshes and models. Cinematics and some other smaller things are still missing though.
This is great!
However I don't think we are going to release and maintain tools for generating meshes and animations in game readable format. The problem is that maintaining these for the gazillion of different content creation tools is a lot of work and would be pretty much a fulltime job for one man. What we could do, however, is to release the specs for the mesh and animation file formats, so that some creative people out there could step out and help the modding community.

How does this sound?
This is all we'd want. Just the specs to create towards... and a general tutorial online somewhere.

*At the very most perhaps have an exporter or asset convertor tool of some kind ~if it's needed or would manage something tricky to do by hand.
(By this I mean ~if needed~ a custom tool that takes a standard format OBJ and material list, or FBX, or what you decide, and outputs a Grimrock asset; and renamed DDS files in the proper folder structure to be dropped into the editor's resources); or not. The general format and specs are enough on their own IMO.
Treybor
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Re: Dungeon Editor Progress

Post by Treybor »

petri wrote:I think I've finally nailed how custom assets work. Mods can now contain custom items, monsters, dungeon objects, wall sets, sounds, materials, textures, animations, meshes and models. Cinematics and some other smaller things are still missing though.

However I don't think we are going to release and maintain tools for generating meshes and animations in game readable format. The problem is that maintaining these for the gazillion of different content creation tools is a lot of work and would be pretty much a fulltime job for one man. What we could do, however, is to release the specs for the mesh and animation file formats, so that some creative people out there could step out and help the modding community.

How does this sound?
This sounds awesome to me. I wouldn't mind taking on a little extra work if a complete spec was provided so I could create and import cool stuff.

Specs for Objects and Wall sizes would be great so we can insert custom walls, gates, and doors. I have an idea I've been working on, but with no frame of reference as to what size and types of walls are needed I may have to default to the tomb tiles set.
Stygius
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Re: Dungeon Editor Progress

Post by Stygius »

Did we get some kind of particle system editor? I am especially interested in adding particles to monsters.
About monsters - any idea how many trianlges got mobs in grimrock? - can't find this info anywhere on forum.
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