[DONE] Grimrock Model Tookit

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: [WIP] Grimrock Model Tookit

Post by Komag »

OH HECK YES! very nice stuff that!
Finished Dungeons - complete mods to play
User avatar
Trap
Posts: 67
Joined: Mon Sep 24, 2012 2:09 am

Re: [WIP] Grimrock Model Tookit

Post by Trap »

um.. those mines are... Sick. That is all.
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 »

@Phitt: Oh man, the mines look awesome now! :P

@Lmaoboat: Lol. Thanks :)

@Isaac: The snail king is back! Haha. Like the pillars too.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
kolt16
Posts: 6
Joined: Fri Apr 20, 2012 2:52 am

Re: [WIP] Grimrock Model Tookit

Post by kolt16 »

@JohnWordsworth : Followed steps, works like a charm. Thx :D


Btw when I ran into this issue, I was trying to mod dungeon walls into earthen mine like walls. I can get on with it now, but I see Phitt got his mine sorted, I might just gonna wait for it. Pure awesomeness that one..

I'll just go and try to make a wooden desk out of the altar :P
User avatar
crisman
Posts: 305
Joined: Sat Sep 22, 2012 9:23 pm
Location: Italy

Re: [WIP] Grimrock Model Tookit

Post by crisman »

@JohnWordsworth Tested now. It's working perfectly!!! :D :D
Thank you so much!!

@phitt :Q__________________
I WANT IT!!!! :D

Even the pillars and the snail of Isaac are amazing.
You guys are really good :D
Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: [WIP] Grimrock Model Tookit

Post by Lmaoboat »

Issac's pillar gives me a kind of Lovecraftian vibe.
Last edited by Lmaoboat on Tue Oct 09, 2012 7:11 am, edited 1 time in total.
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: [WIP] Grimrock Model Tookit

Post by petri »

Suggestion about the round trip scaling problem: for static models (most models) you could apply the scaling to vertices of the model at export time so that the transform becomes identity. Maybe provide a checkbox in the export dialog?
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 »

@Petri: That's a really good idea, as it appears to be a common cause of confusion. I really should add import/export dialogs soon with options and I think I will make that my next priority now that I've got normal maps working! Added to the to do list.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
moronickname
Posts: 5
Joined: Tue Oct 09, 2012 1:24 pm

Re: [WIP] Grimrock Model Tookit

Post by moronickname »

JohnWordsworth wrote: So, 2 things of note here. (A) Grimrock models are stored with a transform matrix in the model file. The altar is actually a massive model and is stored with a matrix that tells the game to scale it down to 0.01x the mesh size. There is no way to store this in OBJ format (without transforming the actual mesh), hence we need to write it down and re-insert it in the file. Optionally, you can downsize it in Blender as long as it's correctly placed in a 3x3 space in Blender. (B) Tangents for bump mapping are also lost in OBJ format, so GMT has to rebuild them in step 13 if you want normal maps to work.

I aim to think of some cunning way to make (A) easier, but haven't added it yet!!
John, can't you get from the .model file the matrices from (A) and (B) and store them in an auxiliar file that the GMT will try to create or read when needed? Once the stept 14 is finished, it could be deleted.
User avatar
LordGarth
Posts: 500
Joined: Mon Jun 18, 2012 5:07 pm
Location: Colorado USA

Re: [WIP] Grimrock Model Tookit

Post by LordGarth »

Hello,

I am trying to resize a monster to make it larger. I am able to do that with objects but it does not work on monsters.

Any suggestions,

Thx,

LG
Dungeon Master and DOOM will live forever.
Post Reply