[Open / Signup] One Room Round Robin 3 - Calling All Modders

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Duncan1246
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by Duncan1246 »

I have some questions:
1- I needs to be sure of what I can use: urban_town? germanny assets? phitt's cosy dungeon?
2- for the assets allowed, where I have to add them, in generic "mod_assets" or in my own folder?
3- I want to use some specifics assets like rope_ladder without the others (here, sx_winter), is it possible and in what form?
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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JohnWordsworth
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by JohnWordsworth »

@Aaneton: Great to have you on board. Have added you to the list! You can see a floorplan as a bunch of images on the front page, or by clicking here. Some of the areas have been tweaked a tiny bit since then, but the rooms haven't moved at all.

@Duncan1246: Good questions. Answers below.

1. Added to the dungeon will be sx_urban_town, GrimTK, LOG Framework and a bunch of town-like furniture in the style of Phitt's Cosy Dungeon (but not exactly the same, because we're rebuilding them using built-in textures so that they are much smaller in the DAT file). Maybe we can share these files at some point so you can use them before getting the dungeon (or at least list them), but for now, they're not quite ready.

2. Each modder gets 3Mb for custom assets. You should add them to the folder "mod_assets/room/your_name/..." as mentioned in the guidelines. If there are assets that a lot of people want to use AND they are small, let me know and we will consider adding them to the general pool. Note that 25*3Mb = 75Mb to start with, plus core assets, a final boss fight and an intro/outro will make that at least 85-90Mb, so space for extra assets on top of your 3Mb is REALLY tight. Oh, if someone else doesn't need their 3Mb feel free to bargain it off. Have the person giving up the space let me know!

3. Is rope_ladder part of sx_winter_tiles? If it's small / multiple people would use it, we can add it to the pool. Otherwise, it will have to come out of your 3Mb I'm afraid!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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Duncan1246
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by Duncan1246 »

JohnWordsworth wrote: 1. Added to the dungeon will be sx_urban_town, GrimTK, LOG Framework and a bunch of town-like furniture in the style of Phitt's Cosy Dungeon (but not exactly the same, because we're rebuilding them using built-in textures so that they are much smaller in the DAT file). Maybe we can share these files at some point so you can use them before getting the dungeon (or at least list them), but for now, they're not quite ready.
Yes, a list can help! My room is 30% done, so with the list I could use the originals files then replace it by the rebuild ones when they are ready.
JohnWordsworth wrote:3. Is rope_ladder part of sx_winter_tiles? If it's small / multiple people would use it, we can add it to the pool. Otherwise, it will have to come out of your 3Mb I'm afraid!
rope_ladder weight 446 ko with an anim of 75 ko and it can be used everywhere I think, but I found it in the winter's release. This object is really nice and more convenient for forest or other wild areas then ladder, more stealth also. If you can add it, it will be nice :roll: , if not I will take it on my 3 Mb I think.

Another question: Can some clues or informations be placed in the common spaces? (town, forest access)
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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JohnWordsworth
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by JohnWordsworth »

Hi Duncan,

I've added a list of objects to the second page of the ORRR3 Designer Guidelines. Please note. It is likely to grow a bit over the next few days particularly, while we think of more mundane items that would be easy to make / small resource wise.

I'll make you a trade - if you give up 150kb-200kb of your 3MB of space, I'll put the whole rope ladder in the shared assets :p. How does that sound?

JW
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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JohnWordsworth
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by JohnWordsworth »

A glimpse at some of the town items for fun! They need a bit of touching up here and there, but they are using built-in textures as much as possible so that they have only a tiny impact on the size of the dat file.

Screenshot of some town items
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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Duncan1246
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by Duncan1246 »

JohnWordsworth wrote:Hi Duncan,

I've added a list of objects to the second page of the ORRR3 Designer Guidelines. Please note. It is likely to grow a bit over the next few days particularly, while we think of more mundane items that would be easy to make / small resource wise.

I'll make you a trade - if you give up 150kb-200kb of your 3MB of space, I'll put the whole rope ladder in the shared assets :p. How does that sound?

JW
Thanks, you have 200kb.
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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THOM
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by THOM »

Another Question concerning available assets: Is it planned to include definitions for LoG1 Monsters? Therfore I have recreated them nearly all (even some have some restrictions) I could contribute the definitions. And because most of the needed content is already included in LoG2, it wouldn't cost much space.
THOM formaly known as tschrage
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JohnWordsworth
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by JohnWordsworth »

Hi THOM! Hmm, how much space are we talking? I see that most of the models, animations and textures are already packaged in the mod. HOWEVER, I am a bit concerned about loading them into memory and using up even more RAM (lots of people are having Out of Memory errors with bigger mods).

Maybe we could just pick two or three of the iconic ones? Like the Goromorg and the Ice Lizard?
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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THOM
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by THOM »

Well - of what monsters are we talking?

Giant Snail - many people missed them, but they are not a very heavy enemy
Goromorg - some soundfiles are missed, and AFAIK the shield couldn't get to work
Ice Lizard - more heavy enemy, but on my opinion just something for special environments (icy ones) - and I have no idea if it works propperly
Scavenger - nice little creature - more dangerous than the snail, sadly some soundfiles are missed (but can be replaced)
Skeleton Warrior - strange monster, walking like a robot - not bad, but we already have a bunch of skeletons
Tentacles - iconic one, love it, maybe a bit static
Warden - I havn't tried to get it to work
Cube - AFAIK not ready to work - and too special maybe

On my opinion possible are Snail, Ice Lizard, Scavenger, Tentacles.

Some other votes?
THOM formaly known as tschrage
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minmay
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod

Post by minmay »

JohnWordsworth wrote:Hi THOM! Hmm, how much space are we talking? I see that most of the models, animations and textures are already packaged in the mod. HOWEVER, I am a bit concerned about loading them into memory and using up even more RAM (lots of people are having Out of Memory errors with bigger mods).
I'd be very surprised if you managed to get enough into a <100 MB dat file to make the game run out of address space, unless you included an outright zip bomb, or deliberately made savegames huge with millions of objects. Even if you import all standard materials, you have a pretty big margin. But yes I'm not sure why anyone would feel a need to use most of the monsters.

I'm not aware of any issues with the goromorg shield. It's been tested pretty thoroughly since it's on one of the main game's bosses! This is what my goromorg definition looks like:

Code: Select all

-- for the "retro" inquisitor room, define goromorgs. goromorg sounds aren't in
-- grimrock2.dat so we have to replace them
defineObject{
	name = "goromorg",
	baseObject = "base_monster",
	components = {
		{
			class = "Model",
			model = "assets/models/monsters/goromorg.fbx",
			storeSourceData = true,
		},
		{
			class = "Animation",
			animations = {
				idle = "assets/animations/monsters/goromorg/goromorg_idle.fbx",
				moveForward = "assets/animations/monsters/goromorg/goromorg_walk.fbx",
				strafeLeft = "assets/animations/monsters/goromorg/goromorg_strafe_left.fbx",
				strafeRight = "assets/animations/monsters/goromorg/goromorg_strafe_right.fbx",
				turnLeft = "assets/animations/monsters/goromorg/goromorg_turn_left.fbx",
				turnRight = "assets/animations/monsters/goromorg/goromorg_turn_right.fbx",
				attack = "assets/animations/monsters/goromorg/goromorg_attack.fbx",
				getHitFrontLeft = "assets/animations/monsters/goromorg/goromorg_get_hit_front_left.fbx",
				getHitFrontRight = "assets/animations/monsters/goromorg/goromorg_get_hit_front_right.fbx",
				getHitBack = "assets/animations/monsters/goromorg/goromorg_get_hit_back.fbx",
				getHitLeft = "assets/animations/monsters/goromorg/goromorg_get_hit_left.fbx",
				getHitRight = "assets/animations/monsters/goromorg/goromorg_get_hit_right.fbx",
				fall = "assets/animations/monsters/goromorg/goromorg_get_hit.fbx",
			},
			currentLevelOnly = true,
		},
		{
			class = "Monster",
			meshName = "goromorg_mesh",
			hitSound = "slime_hit", -- identical to goromorg_hit
			dieSound = "goromorg_die",
			hitEffect = "hit_dust",
			capsuleHeight = 0.8,
			capsuleRadius = 0.25,
			collisionRadius = 0.8,
			health = 400,
			protection = 0,
			exp = 1000,
			immunities = { "sleep", "blinded" },
		},
		{
			class = "GoromorgBrain",
			name = "brain",
			sight = 5,
			seeInvisible = true,
			allAroundSight = true,
			morale = 100,
		},
		{
			class = "MonsterMove",
			name = "move",
			sound = "dark_acolyte_walk",
			cooldown = 1,
			animationSpeed = 1.3,
		},
		{
			class = "MonsterTurn",
			name = "turn",
			sound = "dark_acolyte_walk",
			animationSpeed = 1.5,
		},
		{
			class = "MonsterAttack",
			name = "rangedAttack",
			attackPower = 40,
			cooldown = 6,
			animation = "attack",
			sound = "wizard_ranged_attack",
			onAttack = function(self)
				local h = 1.4
				
				local r = math.random()				
				if r < 0.45 then
					-- cast fireball
					self.go.monster:shootProjectile("fireball_large", h, 40)
				elseif r < 0.7 then
					-- cast lightning bolt
					self.go.monster:shootProjectile("lightning_bolt_greater", h, 40)
				elseif r < 0.8 then
					-- cast poison bolt
					self.go.monster:shootProjectile("poison_bolt", h, 40)
				else
					-- cast ice shards
					local dx,dy = getForward(self.go.facing)
					local spell = spawn("ice_shards", self.go.level, self.go.x + dx, self.go.y + dy, self.go.facing, self.go.elevation)
					spell.tiledamager:setAttackPower(40)
				end
			end,
		},
		{
			class = "GoromorgShield",
		},
		{
			class = "Particle",
			parentNode = "light1",
			particleSystem = "goromorg_lantern",
		},
		{
			class = "Light",
			parentNode = "light1",
			color = vec(0.5, 1.0, 2.5),
			brightness = 4,
			range = 4.5,
			fillLight = true,
		},
	},
}
defineMaterial{
	name = "goromorog1",
	diffuseMap = "assets/textures/monsters/goromorg_dif.tga",
	specularMap = "assets/textures/monsters/goromorg_spec.tga",
	normalMap = "assets/textures/monsters/goromorg_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}
defineSound{
	name = "goromorg_die",
	filename = "assets/samples/monsters/tentacles_die_01.wav",
	loop = false,
	volume = 1,
	minDistance = 1,
	maxDistance = 10,
}
defineAnimationEvent{
	animation = "assets/animations/monsters/goromorg/goromorg_attack.fbx",
	event = "attack",
	frame = 10,
}
defineParticleSystem{
	name = "goromorg_lantern",
	emitters = {
		-- smoke
		{
			emissionRate = 5,
			emissionTime = 0,
			maxParticles = 50,
			boxMin = {-0.03, 0.1, -0.03},
			boxMax = { 0.03, 0.1,  0.03},
			sprayAngle = {0,30},
			velocity = {0.1,0.5},
			texture = "assets/textures/particles/smoke_01.tga",
			lifetime = {1,1.25},
			color0 = {0.08, 0.11, 0.15},
			opacity = 1,
			fadeIn = 0.5,
			fadeOut = 0.5,
			size = {0.3, 0.6},
			gravity = {0,0,0},
			airResistance = 0.1,
			rotationSpeed = 0.6,
			blendMode = "Translucent",
			objectSpace = false,
		},

		-- flames
		{
			emissionRate = 30,
			emissionTime = 0,
			maxParticles = 100,
			boxMin = {-0.03, -0.07, 0.03},
			boxMax = { 0.03, -0.07,  -0.03},
			sprayAngle = {0,10},
			velocity = {0.1, 0.4},
			texture = "assets/textures/particles/goromorg_lantern.tga",
			frameRate = 45,
			frameSize = 64,
			frameCount = 16,
			lifetime = {0.25, 0.85},
			colorAnimation = false,
			color0 = {1.5, 1.5, 1.5},
			opacity = 1,
			fadeIn = 0.15,
			fadeOut = 0.3,
			size = {0.17, 0.015},
			gravity = {0,0,0},
			airResistance = 1.0,
			rotationSpeed = 1,
			blendMode = "Additive",
			depthBias = -0.0005,
			objectSpace = true,
		},

		-- inner glow
		{
			spawnBurst = true,
			emissionRate = 1,
			emissionTime = 0,
			maxParticles = 1,
			boxMin = {0,-0.05,0.0},
			boxMax = {0,-0.05,0.0},
			sprayAngle = {0,30},
			velocity = {0,0},
			texture = "assets/textures/particles/glow.tga",
			lifetime = {1000000, 1000000},
			colorAnimation = false,
			color0 = {0.07, 0.11, 0.23},
			opacity = 1,
			fadeIn = 0.1,
			fadeOut = 0.1,
			size = {0.5, 0.5},
			gravity = {0,0,0},
			airResistance = 1,
			rotationSpeed = 0,
			blendMode = "Additive",
			depthBias = -0.0005,
			objectSpace = true,
		},

		-- outer glow
		{
			spawnBurst = true,
			emissionRate = 1,
			emissionTime = 0,
			maxParticles = 1,
			boxMin = {0,0,0},
			boxMax = {0,0,0},
			sprayAngle = {0,30},
			velocity = {0,0},
			texture = "assets/textures/particles/glow.tga",
			lifetime = {1000000, 1000000},
			colorAnimation = false,
			color0 = {0.07, 0.11, 0.23},
			opacity = 0.25,
			fadeIn = 0.1,
			fadeOut = 0.1,
			size = {2, 2},
			gravity = {0,0,0},
			airResistance = 1,
			rotationSpeed = 0,
			blendMode = "Additive",
			depthBias = -0.0005,
			objectSpace = true,
		}
	}
}
Note that this is based off the LoG2 goromorg definition with missing sounds, not the LoG1 goromorgs, so the AI, animation speed, and nature of the attacks is different (in particular it includes melee damage, like the ice guardian and wizard).
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