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 wonderfulbitcpy 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
![Cool 8-)](./images/smilies/icon_cool.gif)
![Image](http://i271.photobucket.com/albums/jj125/Gizmojunk/Crab.jpg)
*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.
![Crying or Very Sad :cry:](./images/smilies/icon_cry.gif)
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![Wink ;)](./images/smilies/icon_e_wink.gif)
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
![Wink ;)](./images/smilies/icon_e_wink.gif)
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.
![Image](http://www.germanja.de/files/private/cave_crab_00.jpg)
Definite an error with new Bmesh format.
![Image](http://www.germanja.de/files/private/cave_crab_00.jpg)
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![Wink ;)](./images/smilies/icon_e_wink.gif)
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
![Wink ;)](./images/smilies/icon_e_wink.gif)
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"
![Cool 8-)](./images/smilies/icon_cool.gif)
*** Edit: and there it is... http://www.grimrock.net/modding/asset-d ... reference/
I wish I'd found it sooner
![Embarrassed :oops:](./images/smilies/icon_redface.gif)
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