[DONE] Grimrock Model Tookit
Re: [WIP] Grimrock Model Tookit
Somebody get Phitt and make him upload his tilesets.
Re: [WIP] Grimrock Model Tookit
I already posted a link to this thread on his mine tileset page in the Nexus =D
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
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- JohnWordsworth
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Re: [WIP] Grimrock Model Tookit
@Neikun: All for diversity of language, but I reckon numbers should always look the same! I couldn't imagine doing maths with a , where the . belongs - it would look so wrong!
@Tomm: Huzzah! Glad we finally cracked it, and I've definitely learned a lesson for my future C# projects!
@Isaac: Haha, loving the dwarf! The Toolkit itself doesn't support Textures yet I'm afraid. However, you can assign a material to a node in the Toolkit and then build that material in materials.lua with the same name in your dungeon. That way you can assign a texture to simple models. I'm afraid OBJ files do not support bones though - so the GMT won't let you put models in for animation yet.
How do you mean that the mesh is flipped? Is it 'inside out', 'upside down' or 'right to left'!?
@Tomm: Huzzah! Glad we finally cracked it, and I've definitely learned a lesson for my future C# projects!
@Isaac: Haha, loving the dwarf! The Toolkit itself doesn't support Textures yet I'm afraid. However, you can assign a material to a node in the Toolkit and then build that material in materials.lua with the same name in your dungeon. That way you can assign a texture to simple models. I'm afraid OBJ files do not support bones though - so the GMT won't let you put models in for animation yet.
How do you mean that the mesh is flipped? Is it 'inside out', 'upside down' or 'right to left'!?
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [WIP] Grimrock Model Tookit
The dwarf is actually a free model offered psionic3d.co.uk . I'm using him as a placeholder until after I have the process to import my own... Will the Toolkit support animation import? ~~Does it already? (I've not tried. I'm guessing it's too early for that, but I'd love to import a custom wall lever. )JohnWordsworth wrote:Haha, loving the dwarf! The Toolkit itself doesn't support Textures yet I'm afraid. However, you can assign a material to a node in the Toolkit and then build that material in materials.lua with the same name in your dungeon. That way you can assign a texture to simple models. I'm afraid OBJ files do not support bones though - so the GMT won't let you put models in for animation yet.
Hold on a while... this may be some strangeness in Blender; give me a few minutes to look closer.How do you mean that the mesh is flipped? Is it 'inside out', 'upside down' or 'right to left'!?
SpoilerShow
It looks to be mirrored on the X axis. The screen shot shows the model in Blender; the exported/imported OBJ in the Tool Kit, and then the .model file in the engine.
The Dwarf is mirrored.
SpoilerShow
I see what it is ~sort of, but I've no clue as to why it is. It seems that what I was looking at (through the active camera; when you press the #zero hotkey) was not actually the model as it existed in the data.
I've not seen this before; the Axis of the camera view is rotated differently; but I do not know what (How!?) the mesh is displayed mirrored in the camera view.
Whatever this is, it's not the Toolkit; I don't think. The regular 3D view in Blender shows the dwarf with the axe in his right hand; and that's how it looks when imported into the toolkit. But the .Model file in the engine shows the Axe in his Left hand; (exactly as shown in the Blender camera view).
I can send you these files if you'd like.
Last edited by Isaac on Sun Sep 30, 2012 2:46 am, edited 1 time in total.
- JohnWordsworth
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Re: [WIP] Grimrock Model Tookit
Heh, it's so hard to know what package is doing what sometimes. Especially as 3D data can be transformed and interpreted in so many different ways (many of which still look 'right'). Hope you figure out the blender issue - I'm a blender novice I'm afraid, so I can't tell you why either!
No animation support at the moment - but over the next few of weeks I'm planning...
No animation support at the moment - but over the next few of weeks I'm planning...
- Texture Support
- FBX Support
- Drawing / Editing of Bones & Nodes
- Animation Support
- Doing the rendering properly (if it becomes an issue I guess!)
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [WIP] Grimrock Model Tookit
again, AWESOME! sounds like a good plan/schedule, the modding and content that will flow from this is just mouthwatering!
Finished Dungeons - complete mods to play
Re: [WIP] Grimrock Model Tookit
This toolkit is great. I've been playing around with importing models; this will get really fun when it eventually accepts animations.
Re: [WIP] Grimrock Model Tookit
Someone get Daniel! The Snail King has a screenshot!
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: [WIP] Grimrock Model Tookit
haa that snail is awesome! put a harness on him and the dwarf can ride him!
(although snail king probably not cool with that)
(although snail king probably not cool with that)
Re: [WIP] Grimrock Model Tookit
nice screenie, love the snail armor!
Finished Dungeons - complete mods to play