[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 »

The Cave-in, now i need to do a broken version.

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germanny
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Re: [Models] New created Models..

Post by germanny »

Another one^^ A iron spikewall. Needs some texture tweaking.
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The wall is now defined as door - perfect!

Full res pic(1920x1200):
Iron spike (door)walls
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germanny
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Re: [Models] New created Models..

Post by germanny »

Texture correction - chains and spike wall more shiny parts, added a pillar with some green moss.
And additional wall textures - 2x moss, 1x lichen.
I´m very satisfied with that^^

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Full Res - 1920x1200 pic nr.3
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maneus
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Re: [Models] New created Models..

Post by maneus »

Fantastic work, germanny. Especially the wooden pillars with moss are really outstanding.
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Diarmuid
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Re: [Models] New created Models..

Post by Diarmuid »

You're really on fire this last week... fantastisch. 8-)
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Komag
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Re: [Models] New created Models..

Post by Komag »

How does the spike wall door open, logically?
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germanny
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Re: [Models] New created Models..

Post by germanny »

maneus wrote:Fantastic work, germanny. Especially the wooden pillars with moss are really outstanding.
Thx, set is more interesting now.
What i would like to change is the appearance of the walls - but this is soo much work.
I´d begun the basic wall mesh object completely wrong, which is used to generate the normal and diffuse map.
If i want to change anything here, i have to recreate all wall and special elements.
The floor textures are generated from mesh, too. Here i used the proper way, u can see the floor is built from many single mesh pieces.
In that way one can generate much better textures!
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Damn^^

Diarmuid wrote:You're really on fire this last week... fantastisch. 8-)
Yes, had this in mind without time to do. Its holiday time for me now, so my head is free for other stuff^^
Komag wrote:How does the spike wall door open, logically?
Didn´t open yet^^ The only way to place it properly was to define as door. AH did that too with their grate wall.
But it may be possible to do a door animation - then the best way is to slide them into the floor - with added floor mesh element to show a groove.
Good idea though^^
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germanny
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Re: [Models] New created Models..

Post by germanny »

Did the broken model for the cave-in. So far..
The ceiling is not finished yet, takes some more time.
Pictures:
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Atmosphere!
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And a question.
Broken coffin:
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I have two models for the standing niche coffin, closed and broken.
How can i make it destroyable with health? The only easy way seems defining as blockage.
Now it is defined as wall decoration or - tested, as WallTapestry. But tapestry gets only one hit and hardcoded? sound.

My idea is to make it as blockage and blockage broken including the wall.
Then in editor clearing a niche, place coffin and a blocker (editor) there. The reason for the blocker is if the coffin is destroyed,
the broken model won´t block any more. That way party can´t move into that niche.

Is that dumb, has anyone a better way to do?
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germanny
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Re: [Models] New created Models..

Post by germanny »

Please Help!

My destroyable coffin in alcove / corner works except one thing:
After destroying and appearance of the broken model, the party can move to that square (as always).
But i want that square inacessible - it is hidden behind the alcove wall.

The model definition:

Code: Select all

defineObject{
	name = "dm_coffin_wood_corner",
	class = "Blockage",
	model = "mod_assets/dmcsb_pack/models/env/dm_coffin_wood_corner.fbx",
	brokenModel = "mod_assets/dmcsb_pack/models/env/dm_coffin_wood_corner_broken.fbx",
	placement = "floor",
	health = 20,
	evasion = -1000,
	hitSound = "dm_chop",
	hitEffect = "hit_wood",
	editorIcon = 56,
		onDamage = function(self, damage, damageType)
			if damageType == "poison" or
			damageType == "cold"
		then
		hudPrint("Not effective on Wood")
		return false
	end
	end,
	onDie = function(self)
		  party:shakeCamera(0.05,0.05)
		  playSound("dm_woodbreak")
	end,
}
I tried to spawn another blockage or an altar object within the onDie function, but this did not help.
party can run over it as well.

Anyone from the scripters?
Last edited by germanny on Sun Jan 12, 2014 2:09 am, edited 1 time in total.
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Diarmuid
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Re: [Models] New created Models..

Post by Diarmuid »

spawning another invisible blockage or an invisible altar on the square should work... ? Are you sure you have the right coords?
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