Community Asset Pack (C.A.P.) [Updated: 24/01/13]

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: Community Asset Pack (C.A.P.)?

Post by JohnWordsworth »

@Neikun: That ghost archer is awesome. Not only does it look great, in a dark room it could actually be quite a surprise as I expect it would not be immediately noticeable - a great way to keep players on their toes!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
Phitt
Posts: 442
Joined: Tue Aug 14, 2012 9:43 am

Re: Community Asset Pack (C.A.P.)?

Post by Phitt »

JohnWordsworth wrote:@Neikun: That ghost archer is awesome. Not only does it look great, in a dark room it could actually be quite a surprise as I expect it would not be immediately noticeable - a great way to keep players on their toes!
Unfortunately transparency in the Grimrock engine behaves a bit strange. Everything but 'opaque' (which is an all or nothing setting, either you have 100% opacity or 0%) glows in the dark. So no surprise effect since the archer seems to use the 'translucent' blend mode. But on the other hand in this case it may still look quite cool as the glow actually makes sense (which is not the case in other cases, like moss hanging from planks...hrmph). And I agree, the archer looks great.
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: Community Asset Pack (C.A.P.)?

Post by Neikun »

Thanks guys.
If you want the skeleton to be dark, like dark dark dark. Switch blend more to Modulative.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: Community Asset Pack (C.A.P.)?

Post by Neikun »

http://www.filedropper.com/floorskeleton

Here's a skeleton on the floor decoration.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
User avatar
Daniv
Posts: 29
Joined: Sat Aug 11, 2012 10:34 am
Location: Northamptonshire, England

Re: Community Asset Pack (C.A.P.)?

Post by Daniv »

High Temple wall set:
viewtopic.php?f=14&t=3522

Northern Dungeon wall set:
viewtopic.php?f=14&t=3825
Last edited by Daniv on Wed Nov 21, 2012 2:45 am, edited 3 times in total.
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: Community Asset Pack (C.A.P.)?

Post by Neikun »

Thanks Daniv.
I really love your work. (You may have noticed by the skeleton floor prop)
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
User avatar
Kuningas
Posts: 268
Joined: Wed Apr 11, 2012 10:29 pm
Location: Northern Finland

Re: Community Asset Pack (C.A.P.)?

Post by Kuningas »

You can add Molt in there as well. I have nothing else to add at the moment...

http://grimrock.nexusmods.com/mods/43
BASILEUS
User avatar
Merethif
Posts: 274
Joined: Tue Apr 24, 2012 1:58 pm
Location: Poland

Re: Community Asset Pack (C.A.P.)?

Post by Merethif »

I've added tapestries pack to Nexus. Feel free to add it to C.A.P
http://grimrock.nexusmods.com/mods/59/

I'm planning to add shields pack as well when I feel it's finished (together with shield hook if I got permission from crisman since it uses his single hook model).
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Community Asset Pack (C.A.P.)?

Post by petri »

Phitt wrote:
JohnWordsworth wrote:@Neikun: That ghost archer is awesome. Not only does it look great, in a dark room it could actually be quite a surprise as I expect it would not be immediately noticeable - a great way to keep players on their toes!
Unfortunately transparency in the Grimrock engine behaves a bit strange. Everything but 'opaque' (which is an all or nothing setting, either you have 100% opacity or 0%) glows in the dark. So no surprise effect since the archer seems to use the 'translucent' blend mode. But on the other hand in this case it may still look quite cool as the glow actually makes sense (which is not the case in other cases, like moss hanging from planks...hrmph). And I agree, the archer looks great.
For plants, moss etc. you could try turning alpha testing on and setting blend mode to Opaque.
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Community Asset Pack (C.A.P.)?

Post by HaunterV »

Updated OP
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
Post Reply