Dungeon Transitions

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sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Dungeon Transitions

Post by sajon »

I wanted to be able to walk off the edge of one map onto another map with out a sudden open black space in the wall, so i created some eye candy to make the transitions appear as if there is a hall that continued onward. So i built a few models to extend the halls at an angle so they fade into the distance as well as transporting the party to the other map.
this series of transitions are for the dungeon tile set. I will work on other tile sets as i get time to do them.


Here is an example of my transitions.
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This is what the bottom transitions looks like facing the direction of the arrow..
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Single Hall Way Screen Shot:
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Double wide Hallway using (Left-Right ) Models
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A 4 wide Hallway: using (Left-Center-Center-Right) models
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Short Video showing all of the screenshots
https://www.dropbox.com/sh/0mo7w80rmmi6 ... _trans.avi

All the files needed to make you own transitions are located at my Drop box Link - https://www.dropbox.com/sh/0mo7w80rmmi6 ... UGY9a?dl=0
You need to download the models folder and the custom_objects.lua file
There are left, right, and, center, models and, a single hallway. for all three ceiling and floor types.

*Also a nice added touch to is to add a teleporter on top of the transition and now items cross over to the other side, not sure if you could get monster or spells to work..
Last edited by sajon on Mon Mar 02, 2015 4:27 am, edited 5 times in total.
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Drakkan
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Joined: Mon Dec 31, 2012 12:25 am

Re: Dungeon Transitions

Post by Drakkan »

I do not see any images :/
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Komag
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Location: Boston, USA

Re: Dungeon Transitions

Post by Komag »

Maybe you accidentally tried sharing photos from a non-public dropbox folder? But in the main link I saw the video, very impressive!
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sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Re: Dungeon Transitions

Post by sajon »

Sorry.....Images should be working now........
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Drakkan
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Joined: Mon Dec 31, 2012 12:25 am

Re: Dungeon Transitions

Post by Drakkan »

cool working. seems nice. I wish something similar to have for outdoor areas :d
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Eye of the Atlantis
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Ciccipicci
Posts: 154
Joined: Mon Oct 08, 2012 12:55 am

Re: Dungeon Transitions

Post by Ciccipicci »

This is a dream that become true! Maybe you can extend those transitions to the remaining sets! Keep up the great work!
sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Re: Dungeon Transitions

Post by sajon »

I will continue to work on all the other sets as well...
I am still unsure about occluders and if these models need them or not.
If some one can tell me if i need occluders that would be great.....
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Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: Dungeon Transitions

Post by Skuggasveinn »

sajon wrote:I will continue to work on all the other sets as well...
I am still unsure about occluders and if these models need them or not.
If some one can tell me if i need occluders that would be great.....
Seeing that these models are on the border of the map and there is nothing to occlude behind them, you don't really need occluders. (haven't taken aclose look at the models themself, if any optimization is needed it would be LOD on the ones that are further away, and that doesn't need to be dynamic, the pillars that are more far away can just have a fixed lower LOD)
If you are interested I got some models that are alternative exits for the Pyramid tileset and the Castle tileset, I could send you link for them and you can add them in (to have like a "exit pack" all in one place kinda thing)
I totally understand it if you want to make your own also ;)

This is good stuff, keep it up.

Kind regards
Skuggasveinn.

- edit for the LOD suggestion
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Re: Dungeon Transitions

Post by sajon »

Skuggasveinn wrote:
sajon wrote:I will continue to work on all the other sets as well...
I am still unsure about occluders and if these models need them or not.
If some one can tell me if i need occluders that would be great.....
Seeing that these models are on the border of the map and there is nothing to occlude behind them, you don't really need occluders. (haven't taken aclose look at the models themself, if any optimization is needed it would be LOD on the ones that are further away, and that doesn't need to be dynamic, the pillars that are more far away can just have a fixed lower LOD)
If you are interested I got some models that are alternative exits for the Pyramid tileset and the Castle tileset, I could send you link for them and you can add them in (to have like a "exit pack" all in one place kinda thing)
I totally understand it if you want to make your own also ;)

This is good stuff, keep it up.

Kind regards
Skuggasveinn.

- edit for the LOD suggestion
Any help is welcome

Thanks
Sajon
sajon
Posts: 38
Joined: Fri Nov 08, 2013 7:17 am

Re: Dungeon Transitions

Post by sajon »

sajon wrote:Sorry.....Images should be working now........
I am not sure why my images keep disappearing
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