[DONE] Grimrock Model Tookit
Re: [WIP] Grimrock Model Tookit
Probably not toolkit related, but I can't get my normal maps to work.. tried like every possible dds format and even replacing my normal map .dds with some original from the asset pack doesn't seem to work.. only my diffuse and specular are ok.
Re: [WIP] Grimrock Model Tookit
Same problem here "An error occured while downloading a required file".
Impatient to see your next build to DL it and test it
Thank you for your work.
Impatient to see your next build to DL it and test it
Thank you for your work.
- JohnWordsworth
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Re: [WIP] Grimrock Model Tookit
I'm downloading the 90-day trial of Visual Studio Pro, which apparently has the traditional "Build an install package you can just download and install" option instead of this silly "Click Once" rubbish. If that fixes it, that resolves my issues for the next 90-days!
If all goes well, I will probably draw a line under the current version(s) and just put out a completely new download with SlimDX packaged with it.
If all goes well, I will probably draw a line under the current version(s) and just put out a completely new download with SlimDX packaged with it.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
- djoldgames
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Re: [WIP] Grimrock Model Tookit
Same problem.Tomm wrote:Probably not toolkit related, but I can't get my normal maps to work.. tried like every possible dds format and even replacing my normal map .dds with some original from the asset pack doesn't seem to work.. only my diffuse and specular are ok.
After the process (GMT: open model - export obj, Blender: Import obj - change it - Export obj, GMT: import obj - save model) my normal maps not working, but dif and spec are OK.
[MAP] Interactive Maps of Isle Nex - using Google maps technology
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
[MOD] Eye of the Beholder: Waterdeep Sewers - recreation for Grimrock
www.oldgames.sk
Re: [WIP] Grimrock Model Tookit
have you tried http://www.advancedinstaller.com/
I've used it before for some simple things, may not be anything like what you need, I dunno, but might be worth a look at the free version
I've used it before for some simple things, may not be anything like what you need, I dunno, but might be worth a look at the free version
Finished Dungeons - complete mods to play
- JohnWordsworth
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- Joined: Fri Sep 14, 2012 4:19 pm
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- Contact:
Re: [WIP] Grimrock Model Tookit
That's not a bad suggestion Komag. Unfortunately, it doesn't seem to support 'requirements' without spending $300! However, you made me look for alternatives and VS2012 Pro (trial for now) comes with the Install Shield Limited Edition, so I've tried to put a build together with that.
I'm sorry for sending out builds that don't install easily. As my PC has the developer libraries installed, it always 'just works' here - while I'm reincarnating one of my old PCs so I can test installs before sending them out in future, I figured you would rather have the builds (even if they a a bit flakey) rather than me waiting a week or two before being 100% sure they're ok!
Latest version uses install shield installer. App comes packaged with SlimDx Dll so should work without having to install SlimDX, but this seems more picky than OpenTK unfortunately (grrr!), so you might need to install SlimDX redistributable v2.0. Links...
Installer File Download (v0.1.0.10).
GMT Homepage (soon to be updated with above installer URL).
SlixDX Download Page - You might need the SlimDX End User Runtime for .NET 2.0. Even though the app uses .Net 4.0, I link against the .Net 2.0 version of SlimDX as it is supposed to be more compatible!.
Please let me know how you get on. I've also disabled anti-aliasing, which will hopefully resolve that weird issue of the drawing being 'foggy'.
I'm sorry for sending out builds that don't install easily. As my PC has the developer libraries installed, it always 'just works' here - while I'm reincarnating one of my old PCs so I can test installs before sending them out in future, I figured you would rather have the builds (even if they a a bit flakey) rather than me waiting a week or two before being 100% sure they're ok!
Latest version uses install shield installer. App comes packaged with SlimDx Dll so should work without having to install SlimDX, but this seems more picky than OpenTK unfortunately (grrr!), so you might need to install SlimDX redistributable v2.0. Links...
Installer File Download (v0.1.0.10).
GMT Homepage (soon to be updated with above installer URL).
SlixDX Download Page - You might need the SlimDX End User Runtime for .NET 2.0. Even though the app uses .Net 4.0, I link against the .Net 2.0 version of SlimDX as it is supposed to be more compatible!.
Please let me know how you get on. I've also disabled anti-aliasing, which will hopefully resolve that weird issue of the drawing being 'foggy'.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [WIP] Grimrock Model Tookit
Excellent, it's working now! You did a really good job!
Thank you so much for your efforts and patience!
Thank you so much for your efforts and patience!
Re: [WIP] Grimrock Model Tookit
Same here as well. Diffuse & Spec work fine; but no Normal Map.djoldgames wrote:Same problem.Tomm wrote:Probably not toolkit related, but I can't get my normal maps to work.. tried like every possible dds format and even replacing my normal map .dds with some original from the asset pack doesn't seem to work.. only my diffuse and specular are ok.
After the process (GMT: open model - export obj, Blender: Import obj - change it - Export obj, GMT: import obj - save model) my normal maps not working, but dif and spec are OK.
JohnWordsworth wrote:Please let me know how you get on.
I have SlimDX Net4 installed; the Net2 installer won't install over Net4.
It states that there is already another version installed.
** Should I uninstall Net4 ~since you've bundled the Dll?
(And install Net2)
Edit: That didn't work ~Net2 wont install for me at all. (I've re-downloaded the installer a few times too.)
Re: [WIP] Grimrock Model Tookit
I just installed 0.1.0.10 no problems. win7 x64, first install of the GMT.
I've loaded a model but haven't tested maps yet. Also, I have a few feature suggestions for the future:
Toggle Human Scale reference: Similar to how Marmoset Toolbag's feature, it would be good if there was a toggleable human scale reference in the viewport, so you could tell if you object is scaled correctly. Perhaps for Grimrock it would make more sense to have scale in meters though, with 3m being the top of the roof and 0 being the floor.
View vertex normals: Possibly unnecessary, but it's a good way for those who don't have Marmoset Toolbag or any other method to see where vertices split. At the moment I can see my model and that smoothing groups are working, but I'd need to check the model in Marm. if I wanted to see all the splits.
Sensitivity adjustments: This is probably just because my model is scaled up to be HUGE, but moving around is really slow. Possibly unnecessary since most scaled items will all be < 3m square.
Again possibly unnecessary, but wireframe mode. I don't particularly need it since I have marmoset but it might be useful for others, esp if they forget triangulation.
Also, should list keyboard commands, I just stumbled upon the u/i/o/j/k/l keys then Is there a way to move the scene light? If you download the Marmoset Toolbag trial you could have a look at the keyboard setup they have - they use CNTRL to move model, shift to move Sky, alt to move camera, shift + alt for camera (snapped), shift + control for snap model.
Just some suggestions, really awesome work so far, thanks for doing this
I've loaded a model but haven't tested maps yet. Also, I have a few feature suggestions for the future:
Toggle Human Scale reference: Similar to how Marmoset Toolbag's feature, it would be good if there was a toggleable human scale reference in the viewport, so you could tell if you object is scaled correctly. Perhaps for Grimrock it would make more sense to have scale in meters though, with 3m being the top of the roof and 0 being the floor.
View vertex normals: Possibly unnecessary, but it's a good way for those who don't have Marmoset Toolbag or any other method to see where vertices split. At the moment I can see my model and that smoothing groups are working, but I'd need to check the model in Marm. if I wanted to see all the splits.
Sensitivity adjustments: This is probably just because my model is scaled up to be HUGE, but moving around is really slow. Possibly unnecessary since most scaled items will all be < 3m square.
Again possibly unnecessary, but wireframe mode. I don't particularly need it since I have marmoset but it might be useful for others, esp if they forget triangulation.
Also, should list keyboard commands, I just stumbled upon the u/i/o/j/k/l keys then Is there a way to move the scene light? If you download the Marmoset Toolbag trial you could have a look at the keyboard setup they have - they use CNTRL to move model, shift to move Sky, alt to move camera, shift + alt for camera (snapped), shift + control for snap model.
Just some suggestions, really awesome work so far, thanks for doing this
Re: [WIP] Grimrock Model Tookit
Steam is offering some software now that is not just games... there is a game maker studio thing and what looks like some 3d tools.. idunno.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc