MODDing community requirements

Talk about anything Legend of Grimrock 1 related here.
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germanny
Posts: 530
Joined: Sat Apr 07, 2012 10:52 pm
Location: Kiel, Germany

Re: MODDing community requirements

Post by germanny »

I´m just thinking about create custom monsters and/or wall textures.
The whole process wasnt that easy. One has to own good knowledge of a modern 3d-Render package such as Maya, 3DSmax or similar :)
For a common modder these tools are expensive, though there is a good alternative:
Blender !
It is free, community driven, and has all the whistles that are needed for such work. But its not so easy to learn. (As for other 3d-soft, too!)
You can create full animated objects w. bones and it is possible to render normal maps and textures from high detailed meshes.
Blender has its own game-engine, and it is possible to create one for real!
Blender exports to 3ds, Collada, obj and many more.
And it is possible to code an im/export module because all is opensource and community and devs helps really out. (or use an existing one).
I have experience with blender, but cant code such plugin :(

@devs:
This way you dont have to release a special tool to create 3d-stuff, you can write a plugin for blender *bg*
Ok, just an idea, so if you - one day ;) - decide to give the community this abilities, you may think about this!

BTW - just finish level 4 (except those damn key for the iron door) and can say this game is really awesome! I get what i expected - fully satisfied ;).
I play with normal setting, and it is really well balanced, my only fear atm is food.

This IS a true Dungeon Master successor!
Dungeon Master Resource Pack worker and passionated Beer drinker
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