[MOD] Eye of the Beholder: Waterdeep Sewers

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
mg79
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by mg79 »

Hi guys, I'd like to try to make one 3D model, I've seen that kobold, slug and beholder are already done, something specific I could try to do that hasn't been done yet?
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Grimwold
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Grimwold »

mg79 wrote:Hi guys, I'd like to try to make one 3D model, I've seen that kobold, slug and beholder are already done, something specific I could try to do that hasn't been done yet?
Here's a list of monsters from EOB1 if it's any use:
http://stanislavs.tripod.com/games/eob1mons.htm
mg79
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by mg79 »

Thanks, but I'm new here and maybe you know what needs to be done better than me, only the models that haven't been done yet.
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Grimwold
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Grimwold »

mg79 wrote:Thanks, but I'm new here and maybe you know what needs to be done better than me, only the models that haven't been done yet.
Although I'm on the forums a lot, I'm not really involved in this project, I just wanted to offer some suggestions.

As far as I am aware only the ones you have mentioned (slug, kobold and wizard_eye (from dungeon master conversion)) have even been attempted so far... and if I'm not mistaken only the slug is really usable yet.
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

mg79 wrote:Hi guys, I'd like to try to make one 3D model, I've seen that kobold, slug and beholder are already done, something specific I could try to do that hasn't been done yet?
Welcome and thanks for your offer. You haven't mentioned your experience with 3D modelling. Creating new monsters is a difficult task, especially the animation part. Grimwold's suggestion is a worthy one if you like challenges or are experienced modeller. Picking one of the monsters would be the most difficult, but most visible addition. People tend to notice what just killed them :).

If you are not that experienced, perhaps you can try with one of many dungeon properties. There are many to choose from. One example is a sewer pipe with some green goo flowing from it. We do currently have it as a smaller version of the receptor, which is a nice first approximation, but it look a bit sterile now. It should looks and feel dirty, wet and ugly. Another possible option would to be create a small grating with eyes of some creature (rat?) in it. If you want something a bit more challenging, there's a chain extending from a wall hole on level 3 that the user needs to pull. You can also develop a round pressure plate that looks good in sewer levels.

The least difficult thing to create is probably one of the items. There are many things missing in Grimrock: food rations, cleric holy symbol and palladin holy symbol are couple obvious examples from early levels. Those could be nice additions. See this original screenshot.

Finally, while we do have folks working on updated sewer wallset, there is noone working on wall sets for levels 4-12. This is not exactly a 3D model, but just wanted to mention it as a somewhat feasible.

Whatever you choose to work on, please mention your choice here, so others won't try to achieve the same. We want to avoid work duplication.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

Grimwold wrote:Although I'm on the forums a lot, I'm not really involved in this project.
Don't worry. That can be fixed in notime. Just send me your github login and you're in ;-)
Grimwold wrote:As far as I am aware only the ones you have mentioned (slug, kobold and wizard_eye (from dungeon master conversion)) have even been attempted so far... and if I'm not mistaken only the slug is really usable yet.
Yes. slug/leech is the only usable. You can kill it (or be killed by) a slug in the latest version. You can get it from https://github.com/grimrock/eob1-waterdeep, just click ZIP and it will download the whole thing nicely wrapped.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
mg79
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by mg79 »

thomson wrote: Welcome and thanks for your offer.
Thanks, I don't have really experience, just a bit with Wings3D but just for fun. I made a zombie taking this as basic shape, and I remodeled it a bit to make it more similar to EOB's one, I'm still working on it.

Image

I've never done animations, also I've done little texturing. I can try making some items if you think it's better.
mg79
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by mg79 »

Also, here are some textures I made for the drow levels. The wall design is the same of the original, the kind of stone is different, I could try with some marble.

Image

Image

or an alternative

Image

Here you can download a mask with the wall pattern if you want to try a different texture

http://www.mediafire.com/?x5v69dfc7997u9i
Last edited by mg79 on Tue Dec 18, 2012 12:07 am, edited 1 time in total.
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JKos
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by JKos »

Improved testing functionality:

- Improved t-script entity and added a new entity object 'testpoint', which is a cloned script entity with starting location icon.
- You can place testpoints to dungeon and write the test scripts in them
- Testpoints can be executed by calling t.run(testpoint_id), which teleports the party to testpoint's location and executes the activate function of testpoint
- Added t.list(entityName, [level]), which list all entities whose name matches to the entityName even paritially. Level is optional.
- All t.functions can be used in game too if the console is activated, I tested it and they don't break savegames or anything.

So we don't have to modify the t-script anymore, we just place a new testpoint in dungeon and write code to it. There is a working example testpoint in lower right corner (try t.run(testpoint_1)), and it can be used as a template for new testpoints too.
Testpoints use a starting location icon so they can be easily spotted. And if you wan't to list all testpoints, you can do it from console by calling t.list('testpoint').

I will add "t" script entity to my framework later.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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Asteroth
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Asteroth »

@thomson it's off topic, but GREAT Cthulhu avatar. I love Lovecraft. Iä! Shub-Niggurath!
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
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