akroma222 wrote:- Pollygon counts
The original monster models are typically between 3,000 and 15,000 tris, but going quite a bit higher is fine; Barren Desert starts with about 100 mummies in view and those are about 6500 tris each.
akroma222 wrote:- Rig set up
Skuggasveinn covered this already. I've been told there are problems with using more than 64 bones but I don't think that's actually true, because I haven't experienced any and the dark acolyte rig has over 100.
akroma222 wrote:- Text to sheet size
- Pixel density
Generally I would aim for 1024x1024 texture sizes or maybe 1024x512 (width and height do not have to match, they just need to be powers of 2) for monsters that fit comfortably in the 3x3x3m unit square. Smaller, less detailed monsters like the eyctopus can get away with 512x512. If you have a really big monster like the lindworm going up to 2048x1024 or 2048x2048 is okay.
akroma222 wrote:- Bump maps (Ive never heard of this...)
- Normal maps
- Occlusion maps
There are no bump maps or occlusion maps in Grimrock 2, only diffuse, specular, normal, and emissive (emissive is rarely used). Specular maps only support RGB, there is no gloss channel; gloss is set for the entire material with the "glossiness" parameter in the material definition. In Grimrock 2 normal maps should be green-alpha style. To get a Grimrock 2 normal map from a DirectX style RGB normal map, you should move the green channel to the alpha channel, invert it, and move the red channel to the green channel (but don't invert). Then fill the red and blue channels with 0s since they aren't used anyway (will result in better compression when you export your mod).
Non-opaque materials don't support lighting, so keep that in mind, however, opaque materials support 1-bit alpha (set alphaTest to true in the material definition, and include your alpha in the diffuse map).
akroma222 wrote:-Whether we use high polly models for close ups and low polly models for distance (or just the same no matter how far the monster is away)
There is an LoD system but I don't think it's ever used for monsters in the original game, and I wouldn't recommend using it for new monsters either. If you do want to include detail levels, give your model two meshes named lod0_mesh (high detail) and lod1_mesh (low detail) and add dissolveStart and dissolveEnd fields to the ModelComponent.
akroma222 wrote:- Whether we can make parts of a model interchangeable
- Whether the models can have clothes, items, weapons etc added (YES I know we can, but...)
Not really, no. You should include all weapons etc. in the monster's single model.
There are a few important things you did not ask about. Here are the answers to them:
- One square in Grimrock is 3 meters by 3 meters by 3 meters. The origin of a model corresponds to the center bottom of this square, so a monster's feet should be planted on the XY plane.
- A monster's movement animations should move it exactly 3 meters in the desired direction, and should start and end with a pose close to the beginning of its idle animation (but the end pose should be 3 meters away from the original).
- A monster's turning and turn attack animations should turn it exactly 90 degrees, and should start and end with a pose close to the beginning of its idle animation (but the end pose should be turned 90 degrees from the original).
- If you have a turnAround animation (like ratling2) it should turn the monster 180 degrees and start and end with a pose close to the beginning of its idle animation (but the end pose should be turned 180 degrees from the original).
- All of a monster's other animations should start and end with a pose close to the beginning of its idle animation, too.
- Keyframes in animations are linearly interpolated. Most or all of them are stored at 30fps. If you want to store at a higher or lower resolution, that's fine for monster attack, move, and turn animations because you can change animation speeds for those. I don't know if it's possible for other animated actions or objects.
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You may need to invert the scale of your models to get lighting to work correctly. I.e. scale by -1 on all axes, rotate to its original orientation, and flip normals. Look at the original models to see this.
- Axes in Grimrock are numbered differently from the ones you're used to. IIRC, the X axis is the same but Y and Z are switched. bitcpy's Blender exporter will account for this automatically using the game_matrix object (import any model to see).