Community Asset Pack (C.A.P.) [Updated: 24/01/13]

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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HaunterV
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Community Asset Pack (C.A.P.) [Updated: 24/01/13]

Post by HaunterV »

(to request a model, head over to the [Community] Grimrock Model Request Thread)

Alright time to collect together all these wonderful community assets being produced daily.

Presenting the idea to the community of the Community Asset Pack henceforth to be referred to as the C.A.P. or whatever.

Guidelines for submission:
  • - Should work (i.e. Crash free)
    - Should come with all necessary scripts to get working properly
    - Should be yours, don't submit the work of another person, especially without their permission.
Any other ideas?


I think there are others out there better equipped to get this together besides me but hey, lets get the ball rolling at least...


Current Submissions:


Monsters:

Diseased Monsters:http://grimrock.nexusmods.com/mods/96 By: Neikun

Monster Pack: viewtopic.php?f=14&t=4014 By: Akroma222


Skeletons:

Warrior:
Gold Skeleton: http://grimrock.nexusmods.com/mods/75/ By: Neikun
Blood Skeleton: http://grimrock.nexusmods.com/mods/77 By: Asteroth
Skeleton Centurion: By: J.Trudel
SpoilerShow
Textures

https://docs.google.com/open?id=0B9IQQn ... 0ZCNWxyM0k
https://docs.google.com/open?id=0B9IQQn ... 05PSHJlck0

Model

https://docs.google.com/open?id=0B9IQQn ... 1JMcGJpaU0

Monster script

Code: Select all

cloneObject{
	name = "skeleton_centurion",
	baseObject = "skeleton_warrior",
	model = "mod_assets/models/skeleton_centurion.fbx",

Material script

Code: Select all

defineMaterial{
	
	name = "skeleton_centurion",
		diffuseMap = "mod_assets/textures/monsters/skeleton_centurion_dif.tga",
		specularMap = "assets/textures/monsters/skeleton_warrior_spec.tga",
		normalMap = "assets/textures/monsters/skeleton_warrior_normal.tga",
		doubleSided = false,
		lighting = true,
		alphaTest = false,
		blendMode = "Opaque",
		textureAddressMode = "Wrap",
		glossiness = 75,
		depthBias = 0,

}

        defineMaterial{
	name = "skeleton_centurion_weapons",
	diffuseMap = "mod_assets/textures/monsters/skeleton_centurion_weapons_dif.tga",
	specularMap = "assets/textures/monsters/skeleton_warrior_weapons_spec.tga",
	normalMap = "assets/textures/monsters/skeleton_warrior_weapons_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 50,
	depthBias = 0,
[/size]

Archers:
Ghost Archer: http://grimrock.nexusmods.com/mods/55 By Neikun

Slimes:
38 additional Slimes: http://grimrock.nexusmods.com/mods/49 By: Neikun
Molt: http://grimrock.nexusmods.com/mods/43 By: Kuningas


Uggardian:
The Isgardian: http://grimrock.nexusmods.com/mods/103 By: Neikun
The Urgardian: http://grimrock.nexusmods.com/mods/121/ By: Neikun
The Lagardian: http://grimrock.nexusmods.com/mods/178 By: Neikun
More Uggardians: http://www.flameon-guild.com/daniv/daniv_uggardians.zip By: Sutekh



Scavengers:
Soul Scavenger:http://grimrock.nexusmods.com/mods/114 By: Asteroth


Ogres:

Arcane Ogre: http://grimrock.nexusmods.com/mods/99 By: Neikun
Jungle Ogre: http://grimrock.nexusmods.com/mods/100/ By: Merethif
Ogre the Clown: http://grimrock.nexusmods.com/mods/101 By: Isaac


Doors:

Door Pack: http://grimrock.nexusmods.com/mods/72/By: Neikun
Glass Walls & Secret Doors: http://grimrock.nexusmods.com/mods/186/ By: LordYig
Wooden and Ornate Doors that open like Iron Doors: http://grimrock.nexusmods.com/mods/48/ By: Neikun
Iron Doors that open like regular doors: http://grimrock.nexusmods.com/mods/47/ By: Neikun
Door on Floor: http://grimrock.nexusmods.com/mods/120/ By: montagneyaya


Keys & Locks:
Key and Lock pack: http://grimrock.nexusmods.com/mods/172/ By: LordYig

Equipment:

Evil/Dark Weapon Pack: http://grimrock.nexusmods.com/mods/83 By: Asteroth

Daggers:
Sword Breaker: http://grimrock.nexusmods.com/mods/88/ By: Cougardod

Throwing Weapons:
Throwing Hammer: http://grimrock.nexusmods.com/mods/66/ By: Merethif
Grimwold's Returning Axehttp://grimrock.nexusmods.com/mods/95/ By Grimwold



Shield:
Custom Shield Pack with shield hook alcove:http://grimrock.nexusmods.com/mods/67/ By: Merethif

Miscellaneous Inventory Items:

Colored Gems: http://tinyurl.com/akabozg By: Crisman
Alcoves and Gems Pack: http://grimrock.nexusmods.com/mods/177/By: LordYig
Adventurer's Food Supply: http://grimrock.nexusmods.com/mods/113 By: LordYig



Magic:

Grimwold's Magic Pack - http://grimrock.nexusmods.com/mods/70 By: Grimwold

Props:

Teleporters:
Different Colors: http://grimrock.nexusmods.com/mods/93/ By: LordYig

Statues:
Gold Statues:http://grimrock.nexusmods.com/mods/94 By: Neikun

Torch Holders:
TorchHolder & Lantern Pack: http://grimrock.nexusmods.com/mods/68 By: Neikun
Skull Lamps: http://grimrock.nexusmods.com/mods/170 By Asteroth


Gobelins:
Tapestries: http://grimrock.nexusmods.com/mods/59/ By: Merethif

Levers

100+ Lever Pack: http://grimrock.nexusmods.com/mods/64 By: Neikun

Floor Decorations:

Floor Skeleton: https://www.dropbox.com/s/0c70gesjg3u2q ... eleton.rar By: Neikun

Containers:
Chest: http://grimrock.nexusmods.com/mods/87 By: cougardod

Miscellaneous:
Practice Dummy: http://grimrock.nexusmods.com/mods/89/ By: Cougardod
Boulder: https://www.dropbox.com/s/ixw0v8vopuhigvw/boulder.model By: Neikun
SpoilerShow
Object:

Code: Select all

    defineObject{
       name = "boulder_socket",
       class = "Alcove",
       model = "mod_assets/models/boulder.fbx",
       replacesWall = false,
       anchorPos = vec(-0.05, 0.9, -0.4),
       anchorRotation = vec(90,0,90),
       targetPos = vec(0,1.3,0),
       targetSize = vec(0.6, 0.5, 0.6),
       placement = "wall",
       editorIcon = 8,
    }

    defineObject{
       name = "boulder_blockage",
           class = "Blockage",
       model = "mod_assets/models/boulder.fbx",
       placement = "floor",
       repelProjectiles = true,
       hitSound = "impact_blade",
       editorIcon = 56,
    }
Meterial:

Code: Select all

    defineMaterial{
       name = "boulder",
       diffuseMap = "assets/textures/env/rockwall_tile_light_dif.tga",
       specularMap = "assets/textures/env/rockwall_tile_spec.tga",
       doubleSided = false,
       lighting = true,
       alphaTest = false,
       blendMode = "Opaque",
       textureAddressMode = "Wrap",
       glossiness = 20,
       depthBias = 0,
    }
Lock & Key set: http://tinyurl.com/akabozg By: Crisman
Lock & Key set2:http://tinyurl.com/cyqz7nm By: Crisman
Treasure Chests: http://grimrock.nexusmods.com/mods/108/ By: Xanathar[/size]

Decoration Packs:

Neikun Decoration Pack 01: http://tinyurl.com/annwvtf By: Neikun
Skull Pack: http://grimrock.nexusmods.com/mods/142 By: Asteroth


Wall Sets:

High Elf Temple: http://www.flameon-guild.com/daniv/high_elf_temple.zip By: Daniv
Dark Elf Temple: http://www.flameon-guild.com/daniv/dark_elf_temple.zip By Daniv
High Temple: http://www.flameon-guild.com/daniv/high_temple.zip By: Daniv
Northern Dungeon (Ice covered): http://www.flameon-guild.com/daniv/northern_dungeon.zip By: Daniv
Frozen Temple: http://tinyurl.com/bdlorzh By: Daniv
Dark Temple: http://www.flameon-guild.com/daniv/dark_temple.zip By: Sutekh
Corrupt Wallset: http://grimrock.nexusmods.com/mods/71 By: Asteroth
Clean Dungeon: http://grimrock.nexusmods.com/mods/90 By: Neikun
Deep Dungeon: http://tinyurl.com/abshatq By: Daniv
Southern Temple: http://grimrock.nexusmods.com/mods/125/ By: Merethif
Deep Temple: http://www.flameon-guild.com/daniv/deep_temple.zip By: Sutekh
Skull-Based Wallset: http://grimrock.nexusmods.com/mods/183/ By: Asteroth


Editing Resources:
These are for people to do what they can or want to do with them.
Door of Durin: http://www.flameon-guild.com/daniv/durin.png Provided By: Daniv
Different Particle Textures, & Colors for various different particle effects: http://grimrock.nexusmods.com/mods/93/ By: LordYig
Last edited by HaunterV on Fri Jan 25, 2013 12:20 am, edited 57 times in total.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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HaunterV
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Location: Barrie, Ontario, Canada

Re: Community Asset Pack (C.A.P.)?

Post by HaunterV »

Basically the idea is to only have to dl a few large files as opposed to hundreds of smaller ones as will be the case in a year or two.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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Neikun
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Re: Community Asset Pack (C.A.P.)?

Post by Neikun »

This format will work well, I think.
I have three on the nexus. Let me just grab the links.
I think maybe when I'm feeling insane, I'll compile the alcove thread into an alcoves.lua

Edit: I still think downloading several small files is a better choice. Like with mods for other games, you only pick what you want.
I know mods for Grimrock are tiny (if they reference the base game)
but there's still an issue of size and indexing.
My mods:
38 Custom Slimes: http://grimrock.nexusmods.com/mods/49
Wooden and Ornate Doors that open like Iron Doors: http://grimrock.nexusmods.com/mods/48/
Iron Doors that open like regular doors: http://grimrock.nexusmods.com/mods/47/
"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
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HaunterV
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Re: Community Asset Pack (C.A.P.)?

Post by HaunterV »

Neikun wrote:This format will work well, I think.
I have three on the nexus. Let me just grab the links.
I think maybe when I'm feeling insane, I'll compile the alcove thread into an alcoves.lua

Edit: I still think downloading several small files is a better choice. Like with mods for other games, you only pick what you want.
I know mods for Grimrock are tiny (if they reference the base game)
but there's still an issue of size and indexing.
My mods:
38 Custom Slimes: http://grimrock.nexusmods.com/mods/49
Wooden and Ornate Doors that open like Iron Doors: http://grimrock.nexusmods.com/mods/48/
Iron Doors that open like regular doors: http://grimrock.nexusmods.com/mods/47/

I agree but we need them all somewhere... searching nexus, stamworkshop, etc... for the crazy amount of items. some form of organization should be beneficial imo.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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Neikun
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Re: Community Asset Pack (C.A.P.)?

Post by Neikun »

HaunterV wrote:
Neikun wrote:This format will work well, I think.
I have three on the nexus. Let me just grab the links.
I think maybe when I'm feeling insane, I'll compile the alcove thread into an alcoves.lua

Edit: I still think downloading several small files is a better choice. Like with mods for other games, you only pick what you want.
I know mods for Grimrock are tiny (if they reference the base game)
but there's still an issue of size and indexing.
My mods:
38 Custom Slimes: http://grimrock.nexusmods.com/mods/49
Wooden and Ornate Doors that open like Iron Doors: http://grimrock.nexusmods.com/mods/48/
Iron Doors that open like regular doors: http://grimrock.nexusmods.com/mods/47/

I agree but we need them all somewhere... searching nexus, stamworkshop, etc... for the crazy amount of items. some form of organization should be beneficial imo.
I have posted my thoughts at [ASSET] Huder's custom assets thread
"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
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Neikun
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Re: Community Asset Pack (C.A.P.)?

Post by Neikun »

SpoilerShow
Image
Is this worth releasing?
-currently visible even with no light.
"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
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HaunterV
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Re: Community Asset Pack (C.A.P.)?

Post by HaunterV »

Neikun wrote:
SpoilerShow
Image
Is this worth releasing?
-currently visible even with no light.
wh-what is?

does it emit light too? like a glowglobe or something?

its a modified flask in either case isnt it?
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
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Neikun
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Re: Community Asset Pack (C.A.P.)?

Post by Neikun »

Well I personally hate the empty flask model. The contrast between it and the icon is very jarring.
What kind of glass is grey? haha.

You have given me a neat idea for an alcove puzzle involving it. (Pretend it's a lightbulb, give it yellow light Place it on a receptor alcove yadda yadda haha

EDIT:
SpoilerShow
Image
This one doesn't look half bad, either :o
Last edited by Neikun on Sun Oct 21, 2012 3:10 am, edited 1 time 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!
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HaunterV
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Re: Community Asset Pack (C.A.P.)?

Post by HaunterV »

so great
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
Szragodesca
Posts: 59
Joined: Sun Oct 14, 2012 7:13 am

Re: Community Asset Pack (C.A.P.)?

Post by Szragodesca »

Neikun wrote:This format will work well, I think.
I have three on the nexus. Let me just grab the links.
I think maybe when I'm feeling insane, I'll compile the alcove thread into an alcoves.lua

Edit: I still think downloading several small files is a better choice. Like with mods for other games, you only pick what you want.
I know mods for Grimrock are tiny (if they reference the base game)
but there's still an issue of size and indexing.
*clipped the links*

I fully support the Alcoves compilation. Even if it has to get updated/replaced a few times, just what you have now would be awesome. Maybe compile your first 25 or 50 as "Alcoves Pack 1" and then the next set after that, maybe once you have 4-5 packs you release the "Alcoves Megapack" which contains all previous alcoves in one big(ger) file. The reason? If it's all in one file, and the file is in the C.A.P. you know nothing will be in conflict. Granted, I doubt Neikun would make alcoves that conflict with his own alcoves, but if the pack starts adding other peoples' work it will have to be fully functional as one before release, no?

I agree with Neikun that downloading one large file can be a problem if you only want specific items from within it, but I might have a suggestion for that.
Grimwiki.

Make a page for the Community Asset Pack and have an update schedule for it. Have it include all major (verified) packs in one download. Then, link to each pack within the C.A.P. from that page. In each pack, such as "Neikun's Megapack" or the like, you will find links to subpacks, such as "Neikun's Alcoves Megapack" and smaller/different colored links directly under his megapacks for their subpacks (not in a further page). This way people can download the one big pack, or a specific part of it, or one subsection of a part of it. "Oh, Neikun has updated his alcoves; but I don't need to re-download the slimes or doors, so I'll download the Alcoves Megapack and overwrite the one I have."

Using the Grimwiki as a hub for the C.A.P. to point out the overall pack, top-level megapacks, and subsequent subpacks, means anything verified as viable content for the C.A.P. can be easily located from that one page.
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