[DONE] Grimrock Model Tookit
- JohnWordsworth
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Re: [WIP] Grimrock Model Tookit
@LordYig: Many thanks for the suggestions, all very good. I also have a few other improvements but have been really busy with work this last week, so haven't been able to crack the animation issue yet and push out a release. I aim to push out the next build in a day or two - hopefully with animation support, but I'll release either way. Definitely agree with the save memory and will integrate ASAP!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [WIP] Grimrock Model Tookit
Hi John,JohnWordsworth wrote:@LordYig: Many thanks for the suggestions, all very good. I also have a few other improvements but have been really busy with work this last week, so haven't been able to crack the animation issue yet and push out a release. I aim to push out the next build in a day or two - hopefully with animation support, but I'll release either way. Definitely agree with the save memory and will integrate ASAP!
Did you see my crash-report a few posts back?
Re: [WIP] Grimrock Model Tookit
Minor bug report: I remember reading a post about automatic updates. I had GMT 0.2.1.1 installed and it didn't detect that 0.2.2.1 is available. Manual unistallation and installation of the new version went smootly.
Don't worry about it. If/when you have some time you'll be much more productive working on the tool itself. Thank you for this tool.
Don't worry about it. If/when you have some time you'll be much more productive working on the tool itself. Thank you for this tool.
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
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Re: [WIP] Grimrock Model Tookit
@Xaurus: Most certainly did! Apologies, I thought I had replied to your post, but apparently I did not. I've added the bug to my list to go on Pivotal Tracker soon. I'm hoping when I fix that final Texture memory leak all these problems should go away .
@Thomson: Many thanks, added to the list. When I moved to the installer, I think automatic updates would've been lost. I'm actually thinking that I might leave them off though just thinking about it now, then if a bad version comes out - it's possible to downgrade!
@Thomson: Many thanks, added to the list. When I moved to the installer, I think automatic updates would've been lost. I'm actually thinking that I might leave them off though just thinking about it now, then if a bad version comes out - it's possible to downgrade!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [WIP] Grimrock Model Tookit
Does the toolkit have the ability to resize monsters yet?
Thx,
LordGarth
Thx,
LordGarth
Dungeon Master and DOOM will live forever.
Re: [WIP] Grimrock Model Tookit
As Petri has indicated a while earlier :LordGarth wrote:Does the toolkit have the ability to resize monsters yet?
Thx,
LordGarth
So I don't think we can scale monsters up or down at this time. We need a tool to change, touch, part of the animation files otherwise it useless.petri wrote:Node transforms of monsters are controlled by animation files so modifying node transforms in the model files has no effect.
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
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Re: [WIP] Grimrock Model Tookit
Oh man, so close to getting animations working now! The bone transforms are now animating in (what appears to be the correct) fashion. What's frustrating is that the 50% of each model appears to be rendering correctly each from too, but there is some really weird stretching on some vertices (like DX9 isn't treating all of the bone weights correctly). I've got a horrible feeling there is just something strange going on with the bone weights and/or indices... Still - I hope to post a working build tomorrow with animations included - which means that when FBX support is working - you should be able use the toolkit to import/export animations .
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [WIP] Grimrock Model Tookit
Dude, I am so jacked to see someone's been working on something like this. Just found out the level editor had been released a few days back.
Thank you John !!
I'm experimenting with 3ds max right now.
Thank you John !!
I'm experimenting with 3ds max right now.
Re: [WIP] Grimrock Model Tookit
Resizing the monsters may be a bit difficult because animations are also tilebased.LordGarth wrote:Does the toolkit have the ability to resize monsters yet?
Follow me on Twitter: @JuhoMakingStuff
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Re: [WIP] Grimrock Model Tookit
Somehow the recalculate normals function does not seem to work as correct as it should do.
I made a pillar for my wall set, it is a simple stretched box.
but somehow the lighting is messed up upon importing it into the gmt. it looks correct in the toolkit, but ingame the model has some really odd big shadows at its corners that make almost the whole model black.
so i used the "recalculate normals" function. in the toolkit it now shows up with a black side and one side that is halfway black, though ingame it looks quite correct but one side still has the odd shadows.
I made a pillar for my wall set, it is a simple stretched box.
but somehow the lighting is messed up upon importing it into the gmt. it looks correct in the toolkit, but ingame the model has some really odd big shadows at its corners that make almost the whole model black.
so i used the "recalculate normals" function. in the toolkit it now shows up with a black side and one side that is halfway black, though ingame it looks quite correct but one side still has the odd shadows.
SpoilerShow
Directly imported
With recalculated normals
Normal one ingame
With recalculated normals
Normal one ingame
Dungeon maker, scripter and modeling beginner
My first Wallset
My first Wallset