[MOD] Eye of the Beholder: Waterdeep Sewers
Re: Update - Level 2 completed
great job keep up the good work
Re: EOB: Waterdeep Sewers
played it it was great but i was stuck for placing all my throwing knives on a mark on the wall
in any case it looks great and playing eob with a map available was so much more enjoyable.
loving the notes too
in any case it looks great and playing eob with a map available was so much more enjoyable.
loving the notes too
Re: EOB: Waterdeep Sewers
Hi dj,
Here would be the link for the ladder down model. It is without assigned in-game textures because I think you have your own textures.
https://www.dropbox.com/s/t7x9z7xld89qz ... down.model
If this model would work out for you then I could do the ladder up one in quite a short time.
Cheers
Here would be the link for the ladder down model. It is without assigned in-game textures because I think you have your own textures.
https://www.dropbox.com/s/t7x9z7xld89qz ... down.model
If this model would work out for you then I could do the ladder up one in quite a short time.
Cheers
Re: EOB: Waterdeep Sewers
I am working on my own EOB; It's been my interest since last year.djoldgames wrote:Juppstein wrote:The ladder down would be done i think. But I thought about your idea of using it as a placeable. If you do that then the shaft going down would be clipped by the dungeon floor, no?
I saw this thread and looked at the model for the 'ladder down'.
I had not done mine yet; focusing on the map layouts, and using placeholder clones until their was a tool to import models. As we know, there is one now.
So I downloaded Juppstein's model to have a look. I had the intention just to modify it to work with my ladder scripts, but... At this point all that's left is the actual iron ladder; I wound up rebuilding the bricks and optimizing the ladder ~and it's the UVs.
Here is the new model: If you like you can have it; (as can anyone else ). I plan to use it in my own mods. [assuming Juppstein's permission for the ladder mesh ]
Once Dr. John's GMT supports animation, I plan to rebuild this again with better descent and accent animations.
Here is the link to the model (and scripts) using your texture.
https://docs.google.com/open?id=0B2XjRU ... jZ1akczS0E
** This works going up also; but it's a teleporter; (for the time being).
Last edited by Isaac on Tue Oct 09, 2012 5:29 pm, edited 3 times in total.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
that's truly awesome!
Finished Dungeons - complete mods to play
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Sure you can have it, no problem. Since it was posted on a public Dropbox link there is no sense in restricting access to the file. And nice scripting for the level transition.
Since half the world is obviously trying to recreate EOB in Grimrock (I've seen at least 4 EOB projects so far) I really wonder why you guys are not joining together and make the most awesomest EOB there can be. Collaboration always beats isolation in my book.
Edit says: By the way Isaac, did you have to lenghten the shaft going down because of the transition animation or was there another reason for that. It looks a bit strange to me but if the animation is the reason then it would be logical.
Since half the world is obviously trying to recreate EOB in Grimrock (I've seen at least 4 EOB projects so far) I really wonder why you guys are not joining together and make the most awesomest EOB there can be. Collaboration always beats isolation in my book.
Edit says: By the way Isaac, did you have to lenghten the shaft going down because of the transition animation or was there another reason for that. It looks a bit strange to me but if the animation is the reason then it would be logical.
- djoldgames
- Posts: 107
- Joined: Fri Mar 23, 2012 11:28 pm
- Contact:
Re: EOB: Waterdeep Sewers
Nice work with animation!
There are some peoples (texture creators, modellers, scripters...) who could be to join us.
WOW! Any way to work together? Or more public with one master source published at google docs...Isaac wrote:I am working on my own EOB; It's been my interest since last year.
There are some peoples (texture creators, modellers, scripters...) who could be to join us.
[MAP] Interactive Maps of Isle Nex - using Google maps technology
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
Re: EOB: Waterdeep Sewers
This looks awesome!Isaac wrote: Here is the link to the model (and scripts) using your texture.
https://docs.google.com/open?id=0B2XjRU ... 0JpelVCcXc
** This works going up also; but it's a teleporter; (for the time being).
Just to see it for myself I grabbed your zip file and quickly plugged it into my test dungeon. The upper section looks and works great, but I can't get the ladder graphic to show up in the floor below.
I was also wondering if someone could briefly explain how the shaft could be re-skinned to use the original dungeon wall texture. I'm really not much good at graphics and I haven't as yet tried John's model toolkit.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: EOB: Waterdeep Sewers
I have levels 1 through 5 mapped. Levels 1 & 4 are 95% done.djoldgames wrote:Nice work with animation!
WOW! Any way to work together? Or more public with one master source published at google docs...Isaac wrote:I am working on my own EOB; It's been my interest since last year.
There are some peoples (texture creators, modellers, scripters...) who could be to join us.
Level 4 Spider area:
Everything is done with placeholder defines, until I have the custom mesh and/ or animations for EoB specific monsters and props.
I'm not exactly sure how to collaborate with the mapping side of it ~as I understand it...the EULA prohibits distributing official game files that are not in a Dat; but the editor [rightly] doesn't open Dat files. AH has not distributed an official dat extractor ~and I don't think we really want them to.
We can easily setup a forum thread with public links to each member's contributed resources though... This way we could share methods and assets; common textures, OBJ models , lua scripts ~and later custom monster asset kits. I had planned to model out the every creature and custom prop in the the game. Most recently I am working on the gargoyle decorations and locks.
Until we know more on what is and is not allowed, I think the thread idea is a good one, for those modding an EoB Dungeon.
The models are set to use the red brick wall; there are instructions in the zip. To setup ladder on the lower floor, place a Ladder_shaft, teleporter, and Ladder_Up in the cell, and set the scripts; Instructions are in the zip.Grimwold wrote:This looks awesome!
Just to see it for myself I grabbed your zip file and quickly plugged it into my test dungeon. The upper section looks and works great, but I can't get the ladder graphic to show up in the floor below.
I was also wondering if someone could briefly explain how the shaft could be re-skinned to use the original dungeon wall texture. I'm really not much good at graphics and I haven't as yet tried John's model toolkit.
** There are two ways to re-skin it. Ether copy over the default wall textures from the asset pack, and change the texture Defines in Materials.lua; or load the model files into the GMT, and replace the material names to match the predefined ones for the wall in the default game.
(However... Neither method will give great you results, as the new texture will most likely have to be remapped entirely due to overlapping UV nets ~done for sake of speed, and to match the existing Red-Brick pattern.)
Last edited by Isaac on Mon Oct 08, 2012 10:27 pm, edited 3 times in total.
Re: EOB: Waterdeep Sewers
Thanks for your reply. I followed all the instructions and set everything up and it works great going up and down... I just have no ladder graphic showing in the lower level. But it still works!Isaac wrote:The models are set to use the red brick wall; there are instructions in the zip. To setup ladder on the lower floor, place a Ladder_shaft, teleporter, and Ladder_Up in the cell, and set the scripts; Instructions are in the zip.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382