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Re: [Models] Sci-fi Scenery
Posted: Sun Dec 29, 2013 10:15 pm
by BuzzJ
hmm.
I checked 1 through 4. Still no dice.
Please take a look if you can, here is a link
http://s000.tinyupload.com/index.php?fi ... 7873982422
Re: [Models] Sci-fi Scenery
Posted: Sun Dec 29, 2013 11:15 pm
by Leki
BuzzJ wrote:
Couple of things could be the cause: The model is larger than the 3x3 "box", could there be some setting I would have to change in Grimrock Model Toolkit? Or is it simply impossible to have objects be larger than the 3x3 grid?
No, you can make models outside 3x3x3 meters, as you can see here: viewtopic.php?f=14&t=4738#p49971 (in spoilers)
Your path definition is wrong - here is what you need to write in objects.lua
Code: Select all
defineObject{
name = "smallenginealcovegrim001",
class = "Decoration",
model = "mod_assets/models/env/smallenginealcovegrim001.fbx",
placement = "wall",
replacesWall = true,
editorIcon = 92,
}
But... if you wanna share scifi wallset, maybe is better solution to use my "plugin" file structure:
1) create "plugins" folder in mod_asstets folder
2) create "Buzz_SciFi_Wallset" folder in "plugins" folder
3) create "models", "textures", "scripts" folders in "Buzz_SciFi_Wallset" folder
4) create buzz_scifi_wallset_init.lua script file in Buzz_SciFi_Wallset (add this file as import in dungeon_init.lua)
5) in buzz_scifi_wallset_init.lua write import lines of your object definitions etc
6) in models, textures and script add your stuff and definitions
-- > It's much easier for moders to copy your stuff into theit plugins folder and only import your buzz_scifi_wallset_init.lua script in their dubgeon_init.lua etc
EDIT: Check your model and optimize it - it's a simple model, but there is a too many polygons on it. Keep one "wall object" around 300-400 polys for most complex models...
EDIT 2: Check you model position etc - drop torch when you are facing the wall - item is placed under pipes etc.
Re: [Models] Sci-fi Scenery
Posted: Mon Dec 30, 2013 1:05 am
by BuzzJ
Success! Yeah, that worked. Thank you so much.
Here is a picture.
With that out of the way I think I'm going to work on ceiling and floors (05). In the meantime, if anyone knows the transform function to mirror something (I think its some kind of negative scale, I know its not a rotation) make sure to let me know.
Re: [Models] Sci-fi Scenery
Posted: Mon Dec 30, 2013 4:35 am
by Komag
Uh, good work so far, but I certainly wouldn't consider that done, not with all the texture problems I see there
Re: [Models] Sci-fi Scenery
Posted: Mon Dec 30, 2013 5:18 am
by germanny
In blender, you can use the mirror function in object mode to mirror an object. Global x to -x, y to -y .. and so.
If you do, always apply rotation and scale after, then recalculate normals.
You can find all those functions under Menu->Object at the bottom line.
Re: [Models] Sci-fi Scenery
Posted: Mon Dec 30, 2013 6:30 am
by BuzzJ
Thanks Germanny, that worked
Komag wrote:Uh, good work so far, but I certainly wouldn't consider that done, not with all the texture problems I see there
Nope, nowhere near done, I just autocalced the UV rather than doing it by hand, and called it a day. But its the geometry that matters to me. The point was just to see that it worked.
Re: [Models] Sci-fi Scenery
Posted: Mon Dec 30, 2013 8:47 am
by Mysterious
Good job man..
Looking forward to seeing more of you Work.
Komag he was just trying to make something and get it halve right as we all do.
Re: [Models] Sci-fi Scenery
Posted: Mon Dec 30, 2013 2:59 pm
by germanny
Buzzj, if you have trouble getting the UV-map correctly, always before you unwrap:
Apply scale, or better - rotation & scale!
I´ve posted a mini tut about doing basic uv in Blender some time ago:
UV-mapping Blender 2.6x posting
All what you need to do a perfect mapping^^
Re: [Models] Sci-fi Scenery
Posted: Mon Dec 30, 2013 4:42 pm
by Komag
Okay, that makes sense
Re: [Models] Sci-fi Scenery
Posted: Mon Dec 30, 2013 10:40 pm
by BuzzJ
Been working on the floor today, this is a WIP
That grating was an absolute bitch to make I'm glad I have several versions of its core vertex geometry saved so I can use it for a number of applications.
Edit: Also, I'll have access to the Captive Mod assets on Jan 1 and will probably upload everything I had done for that then.
The old thread is here
viewtopic.php?f=14&t=4818&hilit=captive