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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Posted: Sat May 04, 2019 1:09 am
by vanblam
lol I think Ill just release the box so you guys can have fun with it :P

Actually I think I will. Ill add the blend file too.

EDIT: The zip file is below. All you need to do is drag and drop the mod_assets folder and overwrite your mod_assets folder. Then just initialize the 2 init scripts and your good to go. I hope I set everything up correctly :P

Download Here!

Re: Shadowgate 2014 "Inspired" (Resource Pack)

Posted: Tue May 07, 2019 1:37 am
by vanblam
Made a better looking lever ( used grimrock 2 textures for it :P ) , the other one looked a little weak. Also created a new tablet thing for buttons and levers to attach to.

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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Posted: Tue May 07, 2019 2:25 am
by Isaac
Using the game textures for models (when possible) is a great way to keep the size down; especially the normal maps.

Re: Shadowgate 2014 "Inspired" (Resource Pack)

Posted: Wed May 08, 2019 6:34 am
by vanblam
Update:

-Added a thin and thick portcullis/grates.

-Redesigned my chasms, they are now 1x6 long and will auto destroy things in the way and replace them with hat-less versions. There are 2 of them, one is shallow the other is very deep.

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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Posted: Wed May 08, 2019 4:02 pm
by kelly1111
Looking wonderfull. Really like the mine shaft / mine stope feeling of it all.

Re: Shadowgate 2014 "Inspired" (Resource Pack)

Posted: Wed May 08, 2019 4:38 pm
by vanblam
kelly1111 wrote: Wed May 08, 2019 4:02 pm Looking wonderfull. Really like the mine shaft / mine stope feeling of it all.
Thank you :D
Hopefully I can get this in everyone's hands pretty soon :)

Re: Shadowgate 2014 "Inspired" (Resource Pack)

Posted: Wed May 08, 2019 4:40 pm
by vanblam
Made a change to the thinner portcullis by adding more sections, it looks more stout now. Created ends for both.

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Re: Shadowgate 2014 "Inspired" (Resource Pack)

Posted: Wed May 08, 2019 5:51 pm
by kelly1111
Just curious. Do you have an aproximation on how big this tileset is (mbs?)
And are you using 2028 textures and normal maps like you did with the underdungeon set?

Re: Shadowgate 2014 "Inspired" (Resource Pack)

Posted: Thu May 09, 2019 6:21 am
by vanblam
kelly1111 wrote: Wed May 08, 2019 5:51 pm Just curious. Do you have an aproximation on how big this tileset is (mbs?)
And are you using 2028 textures and normal maps like you did with the underdungeon set?
I don't really know exactly how big the file will be, but most the textures are 1024,512,256 and only a few are 2048. Before I release it I plan on doing some major optimization to bring the size down as much as possible. I will resize some textures and remove some that are not being used so much and try to atlas them. I do have many music/ambient tracks that I will set as a separate download so you can pick and choose if you wish to use them. Once I get an idea of the size I will post it :)

I also plan on setting the Hierarchy for the files to be as simple and clean as possible so when I release future tile sets they will coincide with each other.

Maybe after I'm done with Red Cave I can fix Under Dungeon.

Re: Shadowgate 2014 "Inspired" (Resource Pack)

Posted: Thu May 09, 2019 6:38 am
by vanblam
I am having an issue with my stairs object. When it is placed it will destroy all pillars and slopes around it. (and this works just fine) But when I replace the big pillars with new ones they spawn twice for some reason and I have no idea why. I commented out the "spawn" and all the things I have set destroy are gone so I know its not just placing them over existing ones. I looked around at other objects that destroy and replace, they are doing the same thing. As you know coding and I are not good friends so I can't figure this out lol. The code below is pretty much just a copy of the mine_stairs_up object definition. Don't know if this helps but when I have it place a mine_pillar_hatless it will spawn that twice too.

EDIT: I figured it out, because I'm destroying multiple objects in the same location its placing pillars for all the destroyed objects not just pillars. I can't believe I didn't notice that before :P