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Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 09, 2012 12:39 am
by Komag
OH HECK YES! very nice stuff that!
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 09, 2012 12:44 am
by Trap
um.. those mines are... Sick. That is all.
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 09, 2012 12:58 am
by JohnWordsworth
@Phitt: Oh man, the mines look awesome now!
@Lmaoboat: Lol. Thanks
@Isaac: The snail king is back! Haha. Like the pillars too.
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 09, 2012 1:40 am
by kolt16
@JohnWordsworth : Followed steps, works like a charm. Thx
Btw when I ran into this issue, I was trying to mod dungeon walls into earthen mine like walls. I can get on with it now, but I see Phitt got his mine sorted, I might just gonna wait for it. Pure awesomeness that one..
I'll just go and try to make a wooden desk out of the altar
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 09, 2012 3:49 am
by crisman
@JohnWordsworth Tested now. It's working perfectly!!!
Thank you so much!!
@phitt :Q__________________
I WANT IT!!!!
Even the pillars and the snail of Isaac are amazing.
You guys are really good
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 09, 2012 4:07 am
by Lmaoboat
Issac's pillar gives me a kind of Lovecraftian vibe.
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 09, 2012 7:09 am
by petri
Suggestion about the round trip scaling problem: for static models (most models) you could apply the scaling to vertices of the model at export time so that the transform becomes identity. Maybe provide a checkbox in the export dialog?
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 09, 2012 11:47 am
by JohnWordsworth
@Petri: That's a really good idea, as it appears to be a common cause of confusion. I really should add import/export dialogs soon with options and I think I will make that my next priority now that I've got normal maps working! Added to the
to do list.
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 09, 2012 1:30 pm
by moronickname
JohnWordsworth wrote:
So, 2 things of note here. (A) Grimrock models are stored with a transform matrix in the model file. The altar is actually a massive model and is stored with a matrix that tells the game to scale it down to 0.01x the mesh size. There is no way to store this in OBJ format (without transforming the actual mesh), hence we need to write it down and re-insert it in the file. Optionally, you can downsize it in Blender as long as it's correctly placed in a 3x3 space in Blender. (B) Tangents for bump mapping are also lost in OBJ format, so GMT has to rebuild them in step 13 if you want normal maps to work.
I aim to think of some cunning way to make (A) easier, but haven't added it yet!!
John, can't you get from the .model file the matrices from (A) and (B) and store them in an auxiliar file that the GMT will try to create or read when needed? Once the stept 14 is finished, it could be deleted.
Re: [WIP] Grimrock Model Tookit
Posted: Tue Oct 09, 2012 7:41 pm
by LordGarth
Hello,
I am trying to resize a monster to make it larger. I am able to do that with objects but it does not work on monsters.
Any suggestions,
Thx,
LG