[DONE] Grimrock Model Tookit

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LordGarth
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Re: [WIP] Grimrock Model Tookit

Post by LordGarth »

does this new version allow resizing of the monster? If so how plz?

Thx,

LG
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

@LordGarth: It does not I'm afraid. I could easily add that - but it would be more 'for fun' than anything, as all of the animations won't match up (so a half-sized monster will walk half a space and then 'snap' into the next square) as all aspects of the creature and it's animations would be scaled. If people would like this feature (again, just for fun), then I'll add it!
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Komag
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Re: [WIP] Grimrock Model Tookit

Post by Komag »

I really don't want to see badly animated resized monsters in people's dungeons because they "couldn't resist". But I guess if it's known that the feature is only for testing or fun, then it couldn't hurt, right?
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Xanathar
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Re: [WIP] Grimrock Model Tookit

Post by Xanathar »

I really don't want to see badly animated resized monsters in people's dungeons because they "couldn't resist".
... but could you resist well animated resized monsters ? ;)

As an experiment I tried other resizing policies, the result seems good so far...

https://www.dropbox.com/sh/7vxu5s47abu6 ... spider.zip

What I did (as now mostly manually):
  • Apply scale to the local_srt node
  • Apply a reversed scaled translation on the Z-axis for all the nodes which have local_srt as a direct parent
Video (very low quality :( ):
http://www.youtube.com/watch?v=pAI88rmO ... e=youtu.be
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HaunterV
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Re: [WIP] Grimrock Model Tookit

Post by HaunterV »

JohnWordsworth wrote:@LordGarth: It does not I'm afraid. I could easily add that - but it would be more 'for fun' than anything, as all of the animations won't match up (so a half-sized monster will walk half a space and then 'snap' into the next square) as all aspects of the creature and it's animations would be scaled. If people would like this feature (again, just for fun), then I'll add it!

yes damnit! i want a party of ogre charging the player. or lots of knee high ogres swaming you like those little demons from the gate.

as for the snapping to square thing, what if we add a nightcrawler like puff of smoke to the monsters :D callem blinkers!


that spider is great! since spiders have been known to hop.
Last edited by HaunterV on Tue Oct 23, 2012 7:21 pm, edited 1 time in total.
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LordYig
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Re: [WIP] Grimrock Model Tookit

Post by LordYig »

Xanathar wrote:... but could you resist well animated resized monsters ? ;)
As an experiment I tried other resizing policies, the result seems good so far...
Good Job with this ! I have just tested the Tiny Spiders !
They are kind of cute :D ! And the animation seems to be perfect ! 8-)
I can't resist to those kind of tiny monsters !

Xanathar, you should definitely make a speficic thread about this and release your tool when it is finished :)
I'd love to play with this kind of tool in order to make new monsters groups like small crowerns or wywerns flocks, band of snails, armies of slimes, swarms of scavengers ! :twisted:
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Xanathar
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Re: [WIP] Grimrock Model Tookit

Post by Xanathar »

Xanathar, you should definitely make a speficic thread about this and release your tool when it is finished
You're right, moved this to a new thread so we stop hijacking this, which isn't very polite (sorry John!).

Here: viewtopic.php?f=14&t=3864
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Isaac
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Re: [WIP] Grimrock Model Tookit

Post by Isaac »

Am I right in that both tools are C# code? Could the re-sizer not become integrated into the GMT? (Just curious)
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

A speedy update this evening... Release of GMT 0.3.0.1.
GMT Homepage ~ Direct Download
  • Fixed silly OBJ import issue - it should now work fine.
  • Fixed Material library issue where it was clearing textures out of memory before you were done with them.
Enjoy!
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Neikun
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Re: [WIP] Grimrock Model Tookit

Post by Neikun »

Thanks, John.
Don't forget about hat ctrl-R -> Reload Material Library hotkey! ;)
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