[Models] New created Models..

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

Post by germanny »

I´ve revised the walls - i found an error!
Something disturbes me at the walls, and i found the mistake. I bake a part of the normal map from the opposite dir^^
Can´t explain it now, but yo see it on this shot:
SpoilerShow
Notice the tile on the left hand corner, the normal map shows inverted!
Image
Fired up Blender again and rotate the mesh, now it´s OK.
This cost me some time.. goddamn^^ And my holidays are over at Monday :(

Anyway, i don´t want to fiddle much more on that, i will go near this result:
SpoilerShow
This is only the normal map showing, no specular applied.
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The suggested diffuse map applied. A few tweaks may be done with the workflow..
Image
Now i want to go on at the Fountain Tile, should be ready 2 days before^^
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Phitt
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Re: [Models] New created Models..

Post by Phitt »

One important thing to know about Grimrock is that it uses what is apparently called 'left-handed tangent space'. If you bake normal maps there may be an option to make the map 'left-handed' by default, otherwise you will have to invert the green channel of the normal map manually to make sure it works correctly. I had this problem with my mine tileset - when looking from a certain direction the normal map was inverted (I think it was east/west, could have been north/south as well though, don't remember). Not sure whether that's your problem, but if you need to have an inverted green channel in any case or you'll get weird results.
hyteria
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Re: [Models] New created Models..

Post by hyteria »

relly good work , love it , remind me the first dm
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germanny
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Re: [Models] New created Models..

Post by germanny »

Phitt wrote:One important thing to know about Grimrock is that it uses what is apparently called 'left-handed tangent space'. If you bake normal maps there may be an option to make the map 'left-handed' by default, otherwise you will have to invert the green channel of the normal map manually to make sure it works correctly. I had this problem with my mine tileset - when looking from a certain direction the normal map was inverted (I think it was east/west, could have been north/south as well though, don't remember). Not sure whether that's your problem, but if you need to have an inverted green channel in any case or you'll get weird results.
Yes, exactly this was my fault - i used a blender normal map baked from geometry for further baking, and this one was done reversed :oops:
Damn, i see the wrong colouring, but.. well in blender, everything seems ok while rendering.

Bad thing is, i have to apply those settings to already done tiles - that cost lifetime too :evil:
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Sanctifer
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Re: [Models] New created Models..

Post by Sanctifer »

A short reply to say: Great Work !
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Pandafox
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Re: [Models] New created Models..

Post by Pandafox »

hi Germanny!

I would like to know when your DM "one gem" alcove asset will be avaible...?
I wait for it for one of the puzzle I want to make ;)
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germanny
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Re: [Models] New created Models..

Post by germanny »

Pandafox wrote:hi Germanny!

I would like to know when your DM "one gem" alcove asset will be avaible...?
I wait for it for one of the puzzle I want to make ;)
I´ll add it to the vsword resource on nexus. Little patience, please^^
Have to set a slot definition for it and made the positioning for the gem... i´m not into scripting right now, hve to look how.
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germanny
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Re: [Models] New created Models..

Post by germanny »

Ah, got it! Thats easy, the only pit ist the anchor rotation.. now trying^^
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Neikun
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Re: [Models] New created Models..

Post by Neikun »

If you want, I could probably help. I've got a knack for getting alcove positioning just right.
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germanny
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Re: [Models] New created Models..

Post by germanny »

Thx Neikun, but i have it right now. Hell, was that a fiddling.. :x
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