[MOD] Eye of the Beholder: Waterdeep Sewers

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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

Isaac wrote:If no one else has seen it yet... There has been a long going effort by Jack Assir and others to reverse EOB and create a native c64 version; plenty of info and utilities to help not reinvent the wheel. http://eob.wikispaces.com/home
Awesome! That's very helpful. I wish I hadn't been so busy during the week... :(

Guys, check this out: viewtopic.php?p=39754#p39754. That slug looks very similar to leech in EOB level 1. We could reuse it.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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Fhizban
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Fhizban »

sorry for necroing this thread, i hope development is still going on

one question: is the "red" tileset from this mod available somewhere? can we modify it? and if not, is there a way to extract it from the .dat file (i hope the creator does not mind?). I would like to retexture the tileset to a more realistic looking "sewer tileset", standalone, open and usable for all.

thanks for any directions
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djoldgames
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by djoldgames »

Fhizban wrote:sorry for necroing this thread, i hope development is still going on
one question: is the "red" tileset from this mod available somewhere? can we modify it? and if not, is there a way to extract it from the .dat file (i hope the creator does not mind?). I would like to retexture the tileset to a more realistic looking "sewer tileset", standalone, open and usable for all.
thanks for any directions
You are welcome!

Yes you're right, it's still in development and we try to redesign our first attempt to wallset again and again... ;-)
We need the PERFECT hand-drawn texture of Wall (seamless - because I try to make wallset without the pillars) for sewers wallset first, and next we can redesign other objects.
And if there will be a support for import nodes by GMT, then we can redesign the objects like doors/walltexts/etc. too...

And yes, you can download the source of my mod here: https://docs.google.com/folder/d/0BxETR ... JkV1U/edit
You can create your own texture (1024x1024) and replace the actual one:

Code: Select all

mod_assets\textures\env\sewers_hd_wall01_dif.dds
mod_assets\textures\env\sewers_hd_wall01_spec.dds
mod_assets\textures\env\sewers_hd_wall01_normal.dds
But we don't want to redraw/recolor actual texture, we need new one ;-)
Something so close to original EOB like this tileset by Ziroc for NWN2:
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Last edited by djoldgames on Thu Oct 25, 2012 3:16 pm, edited 1 time in total.
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Fhizban
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Fhizban »

wonderful, thank you i will check it out as soon as i return from work!
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azidahaka
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by azidahaka »

first of all i appreciate your effort, i'm a semi pro photographer; if you think you might want some photos to be made into textures i can take some photos and share them with you. just let me know what you might need. (i.e. you might need the white bricks for the lower levels)
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djoldgames
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by djoldgames »

New object - Sewers Metal Door
I make new model and textures for sewers door (thanks to John Wordsworth for supporting nodes in new version of GMT).

Original:
Image

GMT:
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In-game:
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Komag
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Komag »

that's so well done, good job!
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Isaac
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Isaac »

Very nicely done. 8-)
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JohnWordsworth
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by JohnWordsworth »

An awesome recreation of the EOB sewer door. I particularly like the way you can see the foot of the beastie behind the door...
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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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

Metal doors look awesome. Good work, DJ! Please let us know when you publish them.

Guys, check out this kobold!

I'm disappearing for 3 weeks (conference + vacation), so I thought you may want to be interested in the status of EobConverter:
All 12 levels (walls, levers, doors, wall decorations etc.) are exported.
All items on all 12 levels are exported. Definitions for items not present in the dungeons are generated as well. Some items have slightly incorrect names (e.g. "Gem of Blue Gem"). We now understand all properties from the EOB original files, but haven't written export to Grimrock format yet.
Monster locations are not currently exported.

You can find the source here: https://github.com/xBifrost/EobConverter. If you want to run them on your own, you need a Java compiler (SDK) and runtime (JRE) and the original EOB1 files.

If you want to just look at the exported files.

Here's a sneak peak of the whole stuff loaded in Grimrock Editor:
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[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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