Modding a love hate relationship

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Neikun
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Re: Modding a love hate relationship

Post by Neikun »

Do you have Skype by any chance. I have 40 minutes, I could show you a quick retexturing tutorial using screen share in real time.
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ExpDevourer
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Re: Modding a love hate relationship

Post by ExpDevourer »

Neikun wrote:Do you have Skype by any chance. I have 40 minutes, I could show you a quick retexturing tutorial using screen share in real time.
Aye I'll PM you my skype info, I check this board regularly, as you can tell ;). So just let me know when your available and I'll hook it up....oh wait, my mics broken :( stupid cat chewed my wire in half, need a new headset. I'll let you know when I get me a new one, I'll go ahead and send you my skype info though.
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ExpDevourer
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Re: Modding a love hate relationship

Post by ExpDevourer »

I just created a cool little design and placed it over my dungeon floor plate, and like before its showing up just black, anyone know whats causing this? Its getting pretty irritating, every time I come up with a way to texture something in an inventive way, the games giving straight black objects. Is it because I added an artistic glow to it? I'm using the GIMP program to do all this btw. :?

Here a link to my newly created Photoshop, the image linked is the one I created for a homemade teleporter, but when I added it, it showed up as jet black in my Dungeon. Makes no sense, the idea behind it was, I designed this pressure plate to look a certain way, and have a teleporter invisible on top of it, that a way it looks like your being teleported from the diagram on the floor. 8-)

http://www.photoshop.com/users/DatGye/a ... b242b42c7f
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Neikun
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Re: Modding a love hate relationship

Post by Neikun »

I'll see if I can't get it to show up in game.
Also, you don't need a microphone, you can type to me.
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Neikun
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Re: Modding a love hate relationship

Post by Neikun »

Got it to load in game.
SpoilerShow
Image
My material definition looks like this:

Code: Select all

defineMaterial{
	name = "dfloor_test",
	diffuseMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_dif.tga",
	specularMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_spec.tga",
	normalMap ="mod_assets/textures/new_textures/devourtest/dfloor_test_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 30,
	depthBias = 0,
}
I made a 2 new images. One for specmapping and one for normalmapping.
If your normal map image isn't made properly, you will likely end up with all blackness.
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ExpDevourer
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Re: Modding a love hate relationship

Post by ExpDevourer »

Neikun wrote:Got it to load in game.
SpoilerShow
Image
My material definition looks like this:

Code: Select all

defineMaterial{
	name = "dfloor_test",
	diffuseMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_dif.tga",
	specularMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_spec.tga",
	normalMap ="mod_assets/textures/new_textures/devourtest/dfloor_test_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 30,
	depthBias = 0,
}
I made a 2 new images. One for specmapping and one for normalmapping.
If your normal map image isn't made properly, you will likely end up with all blackness.
Ahhh sweet! Thanx a lot, wonder why mine wasn't working? I used the predefined scripts from the modding tutorial section to lay the ground work, then I altered it to map to my custom texture. And I forgot about being able to type in Skype, I'll get on there later and yap with ye, wifes been keeping me busy today. :)
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Neikun
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Re: Modding a love hate relationship

Post by Neikun »

You can have your materials like this:

Code: Select all

defineMaterial{
   name = "dfloor_test",
   diffuseMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_dif.tga",
   doubleSided = false,
   lighting = true,
   alphaTest = false,
   blendMode = "Opaque",
   textureAddressMode = "Wrap",
   glossiness = 30,
   depthBias = 0,
}
And in this way, your specular lighting will be handled by an image of pure white, and no normal lighting will be added.
I strongly recommend making specular and normal maps however. It adds a lot of 3d-ness to your 3d object.
To make a normal map in gimp, you're going to need the normal map plugin.
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ExpDevourer
Posts: 60
Joined: Mon Nov 19, 2012 9:31 am
Location: Performing mad experiments in my laboratory, usually during thunder storms.

Re: Modding a love hate relationship

Post by ExpDevourer »

Neikun wrote:Got it to load in game.
SpoilerShow
Image
My material definition looks like this:

Code: Select all

defineMaterial{
	name = "dfloor_test",
	diffuseMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_dif.tga",
	specularMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_spec.tga",
	normalMap ="mod_assets/textures/new_textures/devourtest/dfloor_test_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 30,
	depthBias = 0,
}
I made a 2 new images. One for specmapping and one for normalmapping.
If your normal map image isn't made properly, you will likely end up with all blackness.
That is great, but I must ask, when you create your custom images do you make one for each of the different varieties, *ie* the Dif, the Normal, and the Spec? I have just been making all of mine from the .Diff images. Actually I encountered another hiccup, something I hadn't counted on, my usual method for changing the textures etc, backfired on me. Because I'm trying to change the colors, and textures on each individual floor, but the method I was using, just re-writes what I did before. So lets say floor 1 is blue, when I go to use this method to change floor 2 to red, it also changes floor 1 to red. :roll: Ughhh....hmmmm what to do? :?: :?:

Updated: May have found a way around that happening, just changed the Name on the script, sounds simple enough, but now its saying it can't find the file even though its in there. Gahh just work for crying out loud! :? these are the two scripts for the first two wallsets ---->

defineMaterial{
name = "brick_wall01",
diffuseMap = "mod_assets/textures/dungeon_wallSIG.tga",
specularMap = "assets/textures/env/brickwall_stone_root_spec.tga",
normalMap = "assets/textures/env/brickwall_stone_root_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 15,
depthBias = 0,
}
defineMaterial{
name = "brick_wall02",
diffuseMap = "mod_assets/textures/dungeon_wallSIG2.tga",
specularMap = "assets/textures/env/brickwall_stone_root_spec.tga",
normalMap = "assets/textures/env/brickwall_stone_root_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 15,
depthBias = 0,
}
I'm here to kick goblins and chew herbs, and I'm all out of herbs.
User avatar
ExpDevourer
Posts: 60
Joined: Mon Nov 19, 2012 9:31 am
Location: Performing mad experiments in my laboratory, usually during thunder storms.

Re: Modding a love hate relationship

Post by ExpDevourer »

Update again: After reading the tutorial for the Grimrock Model Toolkit, I am thinking you can't use the same scripts like that using GIMP alone. So now that I understand the basic functions of the Toolkit, I'll try that tomorrow, or whenever I get a chance. Night folks. :arrow:
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Neikun
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Re: Modding a love hate relationship

Post by Neikun »

If you're going to use more than one iteration of a texture, you will need to attach them to a new model.
So open the model you want to have that texture with the GMT, replace the material with the one you newly created and save your model.

From there, you can define your model to be used in game. Either as an object of some kind or part of a wallset.
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