[Models] New created Models..

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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LordYig
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Re: [Models] New created Models..

Post by LordYig »

germanny wrote:Again! Models updated.
Nice additions once again !
Keep them coming :)

And by the way yo should change the zip file name to grim_germany_asset_v19.7z :D
Because mentioning only the viking sword in the file name is kinda odd now.
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germanny
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Re: [Models] New created Models..

Post by germanny »

@LordYig:
I know i have to, but i´m too lazy to rewrite all the luas ATM, because of a new folder name^^
Beside next update :)
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germanny
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Re: [Models] New created Models..

Post by germanny »

I´ve changed my mind and tend to recreate *hopefully* all Dungeon Master/ Chaos strikes back equipment, wall decorations, keylocks and such.
And - maybe - some wallsets that suit DM style (better styled as the original ones!)
Aaand - maybe some of the monsters that appeared..
Don´t know if i have enough time/willpower to finish this task :P But ATM i´m in a positive mood :)

As a DM fan (probably most of you are) i wish to see clones of DM/CSB which truly look like, but me alone do all the work will not function.
That is because create models and good textures is time consuming and time is ever limited, so a clone alone build would appear veeery late after dec. 21, 2012 :mrgreen: :twisted:
And that´s already too late^^

OK, enough babbling :?
The point is i have a few questions about the 'grim_vsword' package.

I About to rename the root folder at first and mention 'german_custom' is a good unique name :D
  • 1.) Is it bad ?
    2.) nope, good idea!
How should the folder/script structure look like:
  • 1.) as the structure from LoG, folders for textures, models.. etc - and script folder with central init that is called via 'mod_assets/scripts/init.lua', or
    2.) the same struct as now - folders for textures, models.. etc, but create dm_food.lua, dm_keys.lua, dm_weapons.lua..etc and enable each via 'mod_assets/scripts/init.lua'
I tend to first opt, but second is easier if you often edit a entity and all necessary data (main, textures, effects) are in one lua file.

Is it a good idea to publish all the stuff free to public?
  • 1.) yes, so everyone can use it immediately in his mod and can modify my work for his needs
    2.) noo, because all the stuff will pop up in many mods - and textures, models and scripts are changed in hundreds of variations. And then it´s no more unique and therefore its worn and boring.
Are the models and textures well made?
1.) YES, they are fantastic!
2.) YES, they are fantastic, but.. :P

And one last issue:
- The sizes of the item models. Is it OK as it is now or is it better to scale some items? And if, what may scaled and how much?

Well. i hope some of you may give me some honest answers :)
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msyblade
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Re: [Models] New created Models..

Post by msyblade »

Ill throw in my 2 cents germanny :)
I About to rename the root folder at first and mention 'german_custom' is a good unique name
I'd prefer a more general root folder, simply because this is a worldwide community and the word german in the string could cause confusion/uncertainty.
How should the folder/script structure look like:

1.) as the structure from LoG, folders for textures, models.. etc - and script folder with central init that is called via 'mod_assets/scripts/init.lua', or
2.) the same struct as now - folders for textures, models.. etc, but create dm_food.lua, dm_keys.lua, dm_weapons.lua..etc and enable each via 'mod_assets/scripts/init.lua'
I would prefer the first file structure, also. It is nearly the universal template for asset add ons currently.
Is it a good idea to publish all the stuff free to public?
I could not imagine withholding tools or assets from any part of the community at this time. The general nature of what this group of people are doing together, and for each other, is a testament to good will. We should fully support each others efforts. The community is not large enough to get "bogged down" by a particular asset, Even tho, I'm sure everyone who sees your work has a similar thought to me. "I could totally use that".
Are the models and textures well made?
Yes, they are fantastic, high quality pieces. Top notch.
The sizes of the item models. Is it OK as it is now or is it better to scale some items? And if, what may scaled and how much?
Dont have an issue with the scaling, think you're doing great! :)
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
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germanny
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Re: [Models] New created Models..

Post by germanny »

Thanks for help, msyblade!
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Phitt
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Re: [Models] New created Models..

Post by Phitt »

germanny wrote: 1. I About to rename the root folder at first and mention 'german_custom' is a good unique name :D

2. How should the folder/script structure look like:

3. Is it a good idea to publish all the stuff free to public?

4. Are the models and textures well made?
1. Since I'm from Germany as well I think this is an exceptionally good idea. I think I will rename all my folders to 'Made in Western Germany'. :D Seriously, any folder name should do as long as it's even remotely unique.

2. For my own stuff I used the init approach, and I think if you have a good amount of models it is the best approach. For just one or two models copy/pasting into your own luas may be more efficient though.

3. That's your call. I didn't want to release my mine tileset resources before my dungeon mod was done, but other than that I would release everything I've got immediately.

4. Yes, they're fantastic, but it's not enough yet!
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germanny
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Re: [Models] New created Models..

Post by germanny »

@phitt: Moin moin!
Ah, you´re from germany too! And your mod is truly awesome made.
That strengthens the expressive 'Made in Germany' very well :D
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Pandafox
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Re: [Models] New created Models..

Post by Pandafox »

hi Germanny

sorry to be from France ;)
I'm thinking, maybe I ca help you.. If you need help of course !
I am graphist but only 2D graphist, then I don't know 3D works...
But if you want some help I can make textures for you... Let me know if you want to try.
(as a lot of people here, I am a DM fan too. I played it the first time in 1987 on atari ST, and the last time I played it was the last year on my windows phone!)

cheers
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germanny
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Re: [Models] New created Models..

Post by germanny »

Pandafox wrote:hi Germanny
sorry to be from France ;)
I'm thinking, maybe I ca help you.. If you need help of course !
I am graphist but only 2D graphist, then I don't know 3D works...
But if you want some help I can make textures for you... Let me know if you want to try.
cheers
Hello pandafox, thanks for the offer, I'll think about. Bcause i have my own style to do textures.

-- sorry to be from France ;)
:P Hey, we are all Europeans and are pretty similar, apart from some regional customs.
(but it disturbes me, that those politics all over europe want and try to make us all the same. What's the point for a future in which everything is the same?)
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Diarmuid
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Re: [Models] New created Models..

Post by Diarmuid »

Germanny, your work is amazing! Keep them coming...

As already stated, I'm willing to take over the editing/scripting part of the CSB clone somewhere in January when I've finished my dungeon, but I will need help with assets :).

I've been sidetracked with my spell framework project, but now I'll get back to dungeon design.
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