Making new art assets (and WIP)
Re: Making new art assets (and WIP)
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
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
Re: Making new art assets (and WIP)
Thank you for this; it's working well in Blender 2.62; (which is wonderful ).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
*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.
http://i271.photobucket.com/albums/jj12 ... rError.jpg
Something to do with Bmesh perhaps?
Re: Making new art assets (and WIP)
Yeah the importer works perfectly.. used blender 2.62, great work guys!
edit: any chance of importing animations?
edit: any chance of importing animations?
Re: Making new art assets (and WIP)
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
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
Dungeon Master Resource Pack worker and passionated Beer drinker
Re: Making new art assets (and WIP)
Ok, test with official release Blender 2.62 works!
Definite an error with new Bmesh format.
Definite an error with new Bmesh format.
Dungeon Master Resource Pack worker and passionated Beer drinker
Re: Who is able to write a blender im/export script?
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
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
Dungeon Master Resource Pack worker and passionated Beer drinker
Re: Making new art assets (and WIP)
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.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.
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.
Follow me on Twitter: @JuhoMakingStuff
Re: Making new art assets (and WIP)
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.juho wrote:The current tileset "rules"
*** Edit: and there it is... http://www.grimrock.net/modding/asset-d ... reference/
I wish I'd found it sooner
Last edited by Isaac on Wed Sep 12, 2012 9:07 pm, edited 1 time in total.
Re: Making new art assets (and WIP)
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/
edit: nevermind, I just looked in the Modding reference and found my answer
http://www.grimrock.net/modding/asset-d ... reference/
Re: Making new art assets (and WIP)
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.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.
The Lurker