Wall Sets LOG 1 Ported over to LOG 2
- Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
Re: Wall Sets LOG 1 Ported over to LOG 2
Hi Eleven,
I support you, anyway, these stairs are essential for me and I think for most of the modders!
Duncan
I support you, anyway, these stairs are essential for me and I think for most of the modders!
Duncan
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
Re: Wall Sets LOG 1 Ported over to LOG 2
I think you have to do a new model for that, the stairs simply kill the pillars in this arrea, and you can't change it. But maybe if you import the pillars and the stairs into blender, join them (or what's need to be done), then export the 2 models into one.
Well I have some difficult in the first time to use some of your assets, but it's just a question of time, on how to know and use correctly all objects. Anyway thanks for your work!
Well I have some difficult in the first time to use some of your assets, but it's just a question of time, on how to know and use correctly all objects. Anyway thanks for your work!
Re: Wall Sets LOG 1 Ported over to LOG 2
actually the classic stairs are giving me problems, there is nothing on the end of the stairs, or just part of pillars. I always placed a door at floor -1 (or +1), to end the stairs.
Did you do any special model to place on the stairs?
finished the merchants quarters :
I had to place the housewall_wood, everywhere in the 1st and 2nd floor, because you can see some little gap between the housewall, of course, only if you are getting on the same height
inside shops
other part of a city
Did you do any special model to place on the stairs?
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I had to place the housewall_wood, everywhere in the 1st and 2nd floor, because you can see some little gap between the housewall, of course, only if you are getting on the same height
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- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Wall Sets LOG 1 Ported over to LOG 2
Hi Bongo. No I did nothing with the stairs maybe the pillar though will check it out The other pictures of your city are totally AWESOME I love it and I hope you don't mind if I use some of your ideas here in my mod bro. Well done mate good job cant wait to play or test your mod.
I will attempt to do the other stairs but I am not good at modeling lol, batty done the new stairs for me. Pm me if you need a tester for your mod, I loved Torums Mannor so much
Yes some gaps in the walls need a extra object to cover them. I will let everyone know which objects cover what gaps asap errrr once I get my other computer up and running dam thing had a black out on me
I will attempt to do the other stairs but I am not good at modeling lol, batty done the new stairs for me. Pm me if you need a tester for your mod, I loved Torums Mannor so much
Yes some gaps in the walls need a extra object to cover them. I will let everyone know which objects cover what gaps asap errrr once I get my other computer up and running dam thing had a black out on me
Re: Wall Sets LOG 1 Ported over to LOG 2
Nice work.bongobeat wrote:actually the classic stairs are giving me problems, there is nothing on the end of the stairs, or just part of pillars. I always placed a door at floor -1 (or +1), to end the stairs.
Did you do any special model to place on the stairs?finished the merchants quarters :SpoilerShow
I had to place the housewall_wood, everywhere in the 1st and 2nd floor, because you can see some little gap between the housewall, of course, only if you are getting on the same heightSpoilerShowinside shopsSpoilerShowother part of a citySpoilerShowSpoilerShowSpoilerShowSpoilerShowSpoilerShow
How u did the light effect coming diagonally trough the window i see in medusa image?
Re: Wall Sets LOG 1 Ported over to LOG 2
these are objects that are part of the town wallset
sx_town_window_light_W for the light
sx_town_window_indoor_snapon_lightrays for the effect
sx_town_window_light_W for the light
sx_town_window_indoor_snapon_lightrays for the effect
Re: Wall Sets LOG 1 Ported over to LOG 2
Thank you.bongobeat wrote:these are objects that are part of the town wallset
sx_town_window_light_W for the light
sx_town_window_indoor_snapon_lightrays for the effect
Re: Wall Sets LOG 1 Ported over to LOG 2
np
I have replaced the wall (inside and outside) and outside pillars textures by the log2 castle's textures:
(to have a better mix with the 2 two wallsets, of course if you use both wallset, and to save ressources. I'm trying to reduce the amount of textures in my mod, because I got issu "not enough memory" when trying to export it.)
I have replaced the wall (inside and outside) and outside pillars textures by the log2 castle's textures:
(to have a better mix with the 2 two wallsets, of course if you use both wallset, and to save ressources. I'm trying to reduce the amount of textures in my mod, because I got issu "not enough memory" when trying to export it.)
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Re: Wall Sets LOG 1 Ported over to LOG 2
Try setting your rendering quality and texture resolution to "Low" in the options, then export again. Exporting will then use less memory. This will not affect the resulting .dat file.bongobeat wrote:(to have a better mix with the 2 two wallsets, of course if you use both wallset, and to save ressources. I'm trying to reduce the amount of textures in my mod, because I got issu "not enough memory" when trying to export it.)
Grimrock 1 dungeon
Grimrock 2 resources
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- Ciccipicci
- Posts: 154
- Joined: Mon Oct 08, 2012 12:55 am
Re: Wall Sets LOG 1 Ported over to LOG 2
Hello, I have 2 questions:
- The version 3 of the Mine Set is the final release?
- What is the code to mix the alcove barrel with a breakable barrels?
Thank you
- The version 3 of the Mine Set is the final release?
- What is the code to mix the alcove barrel with a breakable barrels?
Thank you