The breakable spider nets look very nice. I've just integrated them Eye of the Beholder: Waterdeep sewers. And added you to the list of contributors, of course. I hope you don't mind.
One thing that bothers me is that I don't know how to add already broken net. The original EOB1, level 4 has some nets that are broken from the beginning. I tried to tweak defineObject for it to have health zero, but this just made the net indestructible. Any suggestions?
Another question is about size: giant spider web textures (DDS format) are 5MB each. How can I compress or make them smaller? I've installed dds plug-in for gimp and tried to write it in compressed format, but it didn't work.
[MOD] Door on floor placement
- montagneyaya
- Posts: 103
- Joined: Tue May 01, 2012 11:08 pm
Re: [MOD] Door on floor placement
No probleme for use my MOD, I create it for the whole community, without restriction.thomson wrote:The breakable spider nets look very nice. I've just integrated them Eye of the Beholder: Waterdeep sewers. And added you to the list of contributors, of course. I hope you don't mind.
One thing that bothers me is that I don't know how to add already broken net. The original EOB1, level 4 has some nets that are broken from the beginning. I tried to tweak defineObject for it to have health zero, but this just made the net indestructible. Any suggestions?
Another question is about size: giant spider web textures (DDS format) are 5MB each. How can I compress or make them smaller? I've installed dds plug-in for gimp and tried to write it in compressed format, but it didn't work.
I add a verion 1.3 with the correction
--modify size files .dds of the giant spider web
--add the giant spider web broken
download v.1.3.zip in dropbox
download v.1.3.zip in nexusmod
The script for the giant spider web broken is
Code: Select all
defineObject{
name = "giant_spider_web_broken",
class = "Decoration",
model = "mod_assets/models/env/giant_spider_web_broken.fbx",
placement = "floor",
replacesFloor = false,
editorIcon = 128,
}
Door on floor placement: http://grimrock.nexusmods.com/mods/120
Re: [MOD] Door on floor placement
Thanks! I've included updated version in waterdeep sewers.montagneyaya wrote:I add a verion 1.3 with the correction
Last edited by thomson on Thu Jan 31, 2013 10:47 pm, edited 1 time in total.
Re: [MOD] Door on floor placement
I grabbed the spiderweb for use in my dungeon, but I found something odd with it. Light doesn't seem to affect it. Even when it's pitch black the web is still perfectly visible, even at a very long distance. As a result it looks pretty weird when there's no light source near it.
Re: [MOD] Door on floor placement
Curiously, spider webs of the original game do the same weird effect. Probably some limitation on alpha blended materials ? I'm also interested in the gigantic EOB style webs! (thanks montagneyaya)
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
Re: [MOD] Door on floor placement
You're right. It's less jarring since they're much smaller, though. I wonder if it's an oversigt by AH or intentional.
Re: [MOD] Door on floor placement
That's how transparency is handled in the Grimrock engine unfortunately. Only the 'opaque' address mode doesn't have this effect. So you either have all-or-nothing transparency or you'll have this glow effect. It's a bit of a shame, as many things can't be done properly because of it (see spiderwebs). I'm not a programmer, but in ES games there are issues with fading transparency as well, so it seems to be hard to make it work without any drawbacks.Ixnatifual wrote:You're right. It's less jarring since they're much smaller, though. I wonder if it's an oversigt by AH or intentional.
Re: [MOD] Door on floor placement
That's a damn shame. The big web model looks awesome but that particular "feature" makes me not want to use it. Maybe if I just make sure there's a ceiling light or some other permanent light source nearby wherever I use it...