[DONE] Grimrock Model Tookit

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Neikun
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Re: [WIP] Grimrock Model Tookit

Post by Neikun »

Ooh. There are even unused materials. "wood_pole"
As seen here, makes for a pretty convincing club when placed on a torch.
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wood_pole is a rather versatile texture. I just made a wooden crown by placing it on a circlet of war.
Edit: Just foudn out where it was used in game. Broken barrels :3

I felt this was worth showing.
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And on the matter of book retexturing, the use of leather_clothes as a material results in a leatherbound book with the stitching on the spine =D
Last edited by Neikun on Mon Oct 15, 2012 11:24 pm, edited 1 time in total.
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YpsiNine
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Re: [WIP] Grimrock Model Tookit

Post by YpsiNine »

Hi John,

I am afraid I have some bad news. I have had the toolkit open now for some 2 days since the update, without any problems. Now a few minutes ago my screen went blank,
it tried to turn itself back on but went blank again, then this loop continued for some 3-4 more times until the PC rebooted by itself.

When I got into Windows again, there was a notficiation in the Event Viewer that the previous shutdown was unexpected (obviously), but there were no other entries so unfortunately I can't provide you with more info. Neither was a memory dump made, which I think is quite exceptional since the OS failed like this.

This has made me a bit afraid to use your program, obviously. It seems it conflicts with something on the hardware level and that is not good, not good at all.
Hope you can delve deeper into the root-cause of the problem.

Best,
X
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

Hi Xaurus,

Did you literally leave the app running for two days (ie, didn't close it down and left your computer on / on standby), or is this just after using it for two days on and off?

As the application is using C# nearly all of the system calls are wrapped in nice, friendly and safe libraries - the only culprit that doesn't fit the bill is DirectX which is used for the Rendering. If it was a case of leaving the application open for two days, it is likely just a memory leak - perhaps every time it 'rebuilds' DirectX a texture is being left in the GFX card memory. This could cause the issue you are speaking of - when there is no memory left on the GFX card, I guess other apps start to fail to assign GFX memory. Exiting the app however should also recover system resources (SlimDX brutally just keeps track of it all, and destroys anything I have missed when the app closes).

If you could confirm the above (2 days solid runtime or not), that would be very handy. I will run it through the DirectX debug libs too and see what they bring up.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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Huder
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Re: [WIP] Grimrock Model Tookit

Post by Huder »

Today i noticed some shadow glitches on my models, some edges are totally black ( in game with one light source ), so i spend whole day to discover what is wrong. First i thought it is some blender exporting issue with smoothing vertex or with vertex normals. But now i know what is wrong.
Recalulate Tangents option in GMT is definitively causing this issue.

Lets do this:
1. Open dungeon_pillar from standard assets
2. Use recalculate tangents
3. Save as mod_asset. This custom pillar will use original textures.
4. Place orginal pillar and custom pillar in dung editor and you can see the differences.
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

Hi Huder, thanks for the feedback and the recreation details. While I would expect some minor differences between my tangents a and tangents made by a proper modelling program, those dark patches are quite dramatic. I'll take a look int the next version.

Equally, when FBX import works, you should be able to export that data from the modelling app too :).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
YpsiNine
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Re: [WIP] Grimrock Model Tookit

Post by YpsiNine »

John,

Sorry for getting back to you so late. Yes, I literally had the app running for two days (except when the PC was in standby during my sleep).
Since then I close the app every time I am finished using it, and so far no trouble.

Thanks again,
-Martin
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Huder
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Re: [WIP] Grimrock Model Tookit

Post by Huder »

Equally, when FBX import works, you should be able to export that data from the modelling app too
I wonder why blender can only export to .fbx but can't import lol.
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Neikun
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Re: [WIP] Grimrock Model Tookit

Post by Neikun »

Here's a scary thought:
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On a similar note:
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Yes they make warden sounds.
*clicks heels* I finally got the DDS plugin to work with GIMP. hoorah
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JKos
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Re: [WIP] Grimrock Model Tookit

Post by JKos »

Hi,

I know almost nothing about texturing or 3d modelling (only scripting), so can I ask a favor? I need simple white dot-model with white texture which I can use as a spell-projectile, effects can be added to it by using particle system. Is simple model like this doable with current tools?
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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Neikun
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Re: [WIP] Grimrock Model Tookit

Post by Neikun »

JKos wrote:Hi,

I know almost nothing about texturing or 3d modelling (only scripting), so can I ask a favor? I need simple white dot-model with white texture which I can use as a spell-projectile, effects can be added to it by using particle system. Is simple model like this doable with current tools?
I keep imagining using the flask model as a projectile xD
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