V1.1 Added an inside ship tileset and a dwarf tileset.
V1.2 Added an outside ship, most better to be used as a starting place in a mod.
V1.3 Added 2 doors for the inside ship tileset : a classic one and Skuggasveinn's swinging door from the Winter tileset (without stone and dungeon texture).
V1.3b Added 2 other swinging doors for the inside ship tileset : Kindly given by Skuggasveinn, which are more practical
V1.4 Added palace marble and wood tileset (castle style tileset).
V1.41 Reworked stables, church and toilet models, to use LOG 2 textures or town tileset textures.
Removed a couple of textures.
Retextured duke throne by something better.
This pack contains my own town tileset conversion, the dwarf tileset and some outdoor assets, including the bridge stuff, that is showed in this thread:
http://www.grimrock.net/forum/viewtopic ... 22&t=14540
Asset pack link:
https://www.dropbox.com/s/rg2a5bh1gl9pd ... t.rar?dl=0
https://www.nexusmods.com/legendofgrimr ... escription
Castle Large Windows
https://www.dropbox.com/s/a5e1hjnalqjou ... e.rar?dl=0
Preview:
https://www.dropbox.com/s/5q0krzgpcirj1 ... n.rar?dl=0
Thread link:
http://www.grimrock.net/forum/viewtopic ... 22&t=18642
Screens:
The bridge (can be used outside or inside - Log 2 models)
banners are from Willikesart
A very basic outside ship: (I 've modified some of the shipwreck model for the front and rear ship, for the others part, well it is very simple materials, like wall and pillars)
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The following stuffs are not on the asset pack:
Redwood forest tree remake:
---------------------------------------------------------------------------------------------------------------------
lava floor:
thread:
http://www.grimrock.net/forum/viewtopic.php?f=22&t=9141
1°)place a mine chasm on the floor (you don't really need a mine chasm, to gain time, just dig the level under the lava with at least -1 floor depth)
2°)then the fire_emitter over the chasm.
note: to save ressources you can turn off the "castShadow = true" to false.
fire_emitter:
Code: Select all
-- fire on floor
defineObject{
name = "fire_emitter",
components = {
{
class = "Model",
model = "assets/models/effects/wall_fire.fbx",
sortOffset = 1,
},
{
class = "Light",
offset = vec(0, 0.2, 0),
range = 6,
color = vec(2.8, 1.2, 0.7),
brightness = 2,
castShadow = true,
shadowMapSize = 64,
staticShadows = true,
staticShadowDistance = 0, -- use static shadows always
},
{
class = "Particle",
particleSystem = "dungeon_fire_pit_2",
offset = vec(0, 0, 0),
},
{
class = "Controller",
onActivate = function(self)
self.go.light:enable()
self.go.pointlight:enable()
self.go.particle:enable()
end,
onDeactivate = function(self)
self.go.light:disable()
self.go.pointlight:disable()
self.go.particle:disable()
end,
onToggle = function(self)
if self.go.light:isEnabled() then
self.go.light:disable()
self.go.pointlight:disable()
self.go.particle:disable()
else
self.go.light:enable()
self.go.pointlight:enable()
self.go.particle:enable()
end
end,
},
},
placement = "floor",
editorIcon = 88,
}
Code: Select all
defineParticleSystem{
name = "dungeon_fire_pit_2",
emitters = {
-- fog 1
{
emissionRate = 50,
emissionTime = 0,
maxParticles = 500,
boxMin = {-1.3, 0,-1.3},
boxMax = { 1.3, 0.5, 1.3},
sprayAngle = {0,360},
velocity = {0.1,0.2},
objectSpace = true,
texture = "assets/textures/particles/fog.tga",
lifetime = {3,3},
color0 = {1.25,0.4,0.2},
opacity = 0.5,
fadeIn = 2.2,
fadeOut = 2.2,
size = {0.75, 1.5},
gravity = {0,0.1,0},
airResistance = 0.5,
rotationSpeed = 0.3,
blendMode = "Additive",
},
-- fog 2
{
emissionRate = 50,
emissionTime = 0,
maxParticles = 500,
boxMin = {-1.3, 0,-1.3},
boxMax = { 1.3, 0.5, 1.3},
sprayAngle = {0,360},
velocity = {0.1,0.2},
objectSpace = true,
texture = "assets/textures/particles/fog.tga",
lifetime = {3,3},
color0 = {1.25,0.4,0.2},
opacity = 0.5,
fadeIn = 2.2,
fadeOut = 2.2,
size = {0.75, 1.5},
gravity = {0,0.1,0},
airResistance = 0.5,
rotationSpeed = -0.3,
blendMode = "Additive",
},
-- stars
{
emissionRate = 400,
emissionTime = 0,
maxParticles = 3000,
boxMin = {-1.3, 0.0,-1.3},
boxMax = { 1.3, 0.5, 1.3},
sprayAngle = {0,360},
velocity = {0,0},
objectSpace = true,
texture = "assets/textures/particles/firefly_dif.tga",
lifetime = {0.5,3},
color0 = {4, 0.4, 0.2},
opacity = 1,
fadeIn = 0.1,
fadeOut = 0.1,
size = {0.05, 0.1},
gravity = {0,0.5,0},
airResistance = 0.1,
rotationSpeed = 5,
blendMode = "Additive",
},
-- smoke
{
emissionRate = 5,
emissionTime = 0,
maxParticles = 50,
boxMin = {-1.3, 0, -1.3},
boxMax = { 1.3, 1.0, 1.3},
sprayAngle = {0,20},
velocity = {0.4, 0.8},
texture = "assets/textures/particles/smoke_01.tga",
lifetime = {1,3},
color0 = {0.25, 0.20, 0.17},
opacity = 0.5,
fadeIn = 0.3,
fadeOut = 0.9,
size = {1.5, 2},
gravity = {0,0.3,0},
airResistance = 0.1,
rotationSpeed = 0.5,
blendMode = "Translucent",
},
}
}
thread:
http://www.grimrock.net/forum/viewtopic.php?f=22&t=9270
http://www.photo-graphix.fr/storephoto/ ... ue_set.rar
the breakable mine support:
thread:
http://www.grimrock.net/forum/viewtopic.php?f=22&t=9307
object:
Code: Select all
defineObject{
name = "mine_support_wall_01_breakable",
baseObject = "base_obstacle",
components = {
{
class = "Model",
model = "assets/models/env/mine_support_wall_01.fbx",
},
{
class = "Obstacle",
hitSound = "barrel_hit",
hitEffect = "hit_wood",
},
{
class = "Health",
health = 50,
immunities = { "poison" },
spawnOnDeath = "barrel_crate_block_broken",
onDie = function(self)
self.go:playSound("barrel_die")
end,
},
{
class = "Controller",
},
},
placement = "wall",
automapTile = "wall",
editorIcon = 120,
}
collecting crystal shard on crystal pillar:
thread:
http://www.grimrock.net/forum/viewtopic.php?f=22&t=9315
code:
here you have 2 crystal pillars:
the left one is a standart crystal pillar, the right one, made of 2 altars, has 2 crystals shards of healing that can be picked up: (1 on the right of the pillar and the other on the left)
the rock function is a sound that you hear when picking the crystal.
the standart mine_crystal_pillar is on the left
Code: Select all
defineObject{
name = "mine_pillar_crystal_altar_north_right",
baseObject = "base_altar",
components = {
{
class = "Surface",
offset = vec(-0.3,0.54,0.6),
size = vec(0.1, 0.1, 0.1),
},
},
}
defineObject{
name = "mine_pillar_crystal_altar_north_left",
baseObject = "base_altar",
components = {
{
class = "Surface",
offset = vec(0.3,1.5,0.7),
size = vec(0.1, 0.1, 0.1),
},
},
}
thread:
http://www.grimrock.net/forum/viewtopic ... 194#p89194
Code: Select all
defineObject{
name = "mine_secret_button_crystal_pillar",
baseObject = "wall_button",
components = {
{
class = "Model",
model = "assets/models/env/castle_wall_button.fbx",
offset = vec(-0.16,0.78,0.335),
},
{
class = "Particle",
particleSystem = "runic_2",
offset = vec(-0.16,0.78,0.335),
},
{
class = "Light",
offset = vec(-0.16,0.78,0.335),
range = 3,
color = vec(0.5, 1.0, 2.5),
brightness = 3,
fillLight = true,
},
{
class = "Clickable",
offset = vec(-0.16,0.78,0.335),
size = vec(0.25, 0.25, 0.25),
--debugDraw = true,
},
},
replacesWall = false,
}
Code: Select all
defineParticleSystem{
name = "runic_2",
emitters = {
-- runes
{
emissionRate = 4,
emissionTime = 0,
maxParticles = 100,
boxMin = {-0.15, -0.1,-0.1},
boxMax = { 0.15, 0.1, 0.2},
sprayAngle = {0,360},
velocity = {0.05,0.1},
texture = "assets/textures/particles/magic_runes.tga",
frameRate = 2,
frameSize = 32,
frameCount = 9,
lifetime = {1,2},
colorAnimation = false,
color0 = {1, 1, 1},
opacity = 1,
fadeIn = 0.1,
fadeOut = 0.1,
size = {0.05, 0.075},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 1,
blendMode = "Additive",
depthBias = 0.1,
objectSpace = true,
},
}
}
then uncheck the model in the component description, or you will see a castle wall button.