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Also, does anyone have any example files of what the file structure and the .lua files should look like in order for the model/textures to appear in the Model Viewer and in game? Thanks in advance.
P.S. this is an imported .obj file.
What modeler are you (or can you) use to edit the mesh? The GMT itself is not an editor (AFAIK). It can do limited scaling, but I believe that you would have to load the model into an editor to make changes to it; including the assignment of UV mapped textures.cougardod wrote:...
using the node transform dialog, you can set some sort of offset into non-animated models and even rotate/strech them without needing to open any modeling program.Isaac wrote:What modeler are you (or can you) use to edit the mesh? The GMT itself is not an editor (AFAIK). It can do limited scaling, but I believe that you would have to load the model into an editor to make changes to it; including the assignment of UV mapped textures.cougardod wrote:...
If this is an 'already mapped' model, then you just need to define a texture in the material.lua file, and use the name of it in the GMT to assign that material to the mesh; using 'Material Find / Replace' in the TOOLS menu.
Material definition is described here: http://www.grimrock.net/modding/creating-custom-assets/
It is possible that the game will print an warning that an object outside of the tile that it is supposed to be inside of; so you'd want the object fully inside the tile.
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1 | 0 | 0 | X
0 | 1 | 0 | Y
0 | 0 | 1 | Z
0 | 0 | 0 | 1
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1 | 0 | 0 | 0.5
0 | 1 | 0 | 0
0 | 0 | 1 | 0
0 | 0 | 0 | 1
Just an extra thought on this;Neikun wrote: Addition:
Is it possible to have the file load memory and the file save memory different?
This would help when I load constantly from the asset pack, but save constantly into my models folder.