[DONE] Grimrock Model Tookit

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: [WIP] Grimrock Model Tookit

Post by Neikun »

The toolkit is taking an awfully long time to load up.
It used to be instantaneous.
EDIT: Okay, it's not loading up anymore. I think I may have broke it. haha

EDITEDIT: Fixed it by uninstalling and reinstalling.

EDITEDITEDIT:
My cpu fan changes pitch every time I rotate the object in the toolkit lol
Last edited by Neikun on Sat Oct 06, 2012 4:16 am, edited 2 times in total.
"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
  • Message me to join in!
User avatar
Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: [WIP] Grimrock Model Tookit

Post by Isaac »

JohnWordsworth wrote:@Phitt: Forgot to mention, what was really weird... If I load the Dungeon Editor with your test Dungeon, it all loads ok. However, if I load another dungeon and then load yours, the meshes are all rendering weird. I should be able to crack this tomorrow :).
This is looking really good. 8-)
*Did you notice that the Ogre is mirrored on the X?
User avatar
Bek
Posts: 39
Joined: Fri Apr 13, 2012 3:39 am

Re: [WIP] Grimrock Model Tookit

Post by Bek »

Symmetrical characters make sense, it's a lot quicker to sculpt on a symmetrical mesh, and of course you can overlap your UV's, so you can get more texture space out of the same sized map. Giving the character asymmetry through clothing is quite smart.
User avatar
Phitt
Posts: 442
Joined: Tue Aug 14, 2012 9:43 am

Re: [WIP] Grimrock Model Tookit

Post by Phitt »

JohnWordsworth wrote:@Phitt: Forgot to mention, what was really weird... If I load the Dungeon Editor with your test Dungeon, it all loads ok. However, if I load another dungeon and then load yours, the meshes are all rendering weird. I should be able to crack this tomorrow :).
As strange as it may sound, I'm relieved to hear this. :) I already thought my computer was damaged after seeing no errors except for the messed up normals on your screenshot.
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

@Neikun: Ahh, I know what this is, when you load the app it parses every .lua file it finds in the asset pack dir and you dungeon dir order to find all defined materials. I've just realised 2 things though...

1. This is silly, as I know where all the materials are in the asset pack, so I only need to scan materials.lua. 2. I completely forgot that it's fast on my PC because I put the asset pack on my ssd, so of course I don't notice the slow down!

Will fix later today. As for CPU fan, lol, that's strange! DirectX renders when the app is idle, I guess rotating the model makes the CPU think its about the get heavy, so it prepares for a game like hit on power. Then it stops again when it's idle.

@Isaac: Good question, is it mirrored from the game? If so, then this is just a simple load of a .model file, so maybe I'm loading those with the wrong handedness too!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: [WIP] Grimrock Model Tookit

Post by petri »

Do you have vsync enabled? Maybe that helps...
crojipjip
Posts: 3
Joined: Sat Oct 06, 2012 2:09 am

Re: [WIP] Grimrock Model Tookit

Post by crojipjip »

Wasted my entire night. I tried a fancy single mesh character and got nothing. I tried a cube. got nothing. it's over. ruined.
User avatar
Bek
Posts: 39
Joined: Fri Apr 13, 2012 3:39 am

Re: [WIP] Grimrock Model Tookit

Post by Bek »

crojipjip wrote:Wasted my entire night. I tried a fancy single mesh character and got nothing. I tried a cube. got nothing. it's over. ruined.
Ignore this troll. His other posts are proof of his troll status.
User avatar
thomson
Posts: 337
Joined: Thu Sep 13, 2012 9:55 pm
Location: R'lyeh
Contact:

Re: [WIP] Grimrock Model Tookit

Post by thomson »

crojipjip wrote:got nothing.
That's exactly what you'll get in life with your attitude. Begone, annoying troll.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: [WIP] Grimrock Model Tookit

Post by Neikun »

JohnWordsworth wrote:@Neikun: Ahh, I know what this is, when you load the app it parses every .lua file it finds in the asset pack dir and you dungeon dir order to find all defined materials. I've just realised 2 things though...

1. This is silly, as I know where all the materials are in the asset pack, so I only need to scan materials.lua. 2. I completely forgot that it's fast on my PC because I put the asset pack on my ssd, so of course I don't notice the slow down!

Will fix later today. As for CPU fan, lol, that's strange! DirectX renders when the app is idle, I guess rotating the model makes the CPU think its about the get heavy, so it prepares for a game like hit on power. Then it stops again when it's idle.
It actually wasn't a slow start up.
What happened was I uninstalled the old version while installing the new version. (forgot where I put the old one, so I just made a new spot for the new one.)
So it was a failure to start up because I corrupted the installation.
I uninstalled everything and reinstalled it and it loads instantaneously once again.
"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
  • Message me to join in!
Post Reply