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Re: [WIP] Grimrock Model Tookit

Posted: Fri Oct 12, 2012 6:22 pm
by Huder
I can't import stuff. When i open Grimrock model and choose export to .obj it is exporting fine ( i can load this .obj to blender ) but if i want import this model back then nothing happens. I see only grid.

Re: [WIP] Grimrock Model Tookit

Posted: Fri Oct 12, 2012 6:37 pm
by JohnWordsworth
@Huder: I expect that you're experiencing a common problem - models in Grimrock are 100x bigger than they need to be, and the .model file stores a matrix to scale it down. When you export / import an object, it loads in 100x bigger (but you can scale it down in GMT if you want). More details here: http://grimwiki.net/wiki/Grimrock_Model_Toolkit

Re: [WIP] Grimrock Model Tookit

Posted: Fri Oct 12, 2012 6:50 pm
by YpsiNine
JohnWordsworth wrote:Hi Leki & Xaurus, I look forward to hearing whether the latest build fixes the issues you have been having! Thanks for your patience while we refine the technology.
Hi John,

I have not yet experienced the issues I had with 0.2.1.3, so it seems all good. Great work!

Re: [WIP] Grimrock Model Tookit

Posted: Fri Oct 12, 2012 7:04 pm
by Huder
Yes that was this scale problem. Thank you.
If this is common then i sugest you to add pop up message with this info when exporting.

Re: [WIP] Grimrock Model Tookit

Posted: Fri Oct 12, 2012 8:18 pm
by JohnWordsworth
@Xaurus: That's great news - thanks :). Even if it's not perfect yet - it definitely seems significantly more stable!

@Huder: Definitely a good idea, it's on the cards to have an export dialog which will let you scale the output by the matrices so that they are pre-scaled for Blender / 3D Editing.

Re: [WIP] Grimrock Model Tookit

Posted: Fri Oct 12, 2012 8:49 pm
by Leki
JohnWordsworth wrote:Hi Leki & Xaurus, I look forward to hearing whether the latest build fixes the issues you have been having! Thanks for your patience while we refine the technology.
John! I have only one thing to say: It looks like you did it, m8! (or it happend because i have new x-com and it improved my drivers etc, haha). Does not matter - 2.2.1. works :-D
And about "patience" - it's standard development process and you did a great job.

Re: [WIP] Grimrock Model Tookit

Posted: Fri Oct 12, 2012 9:30 pm
by JohnWordsworth
@Leki, ahhh - music to my ears! :) I too have just got my hands on X-Com, so while rendering nodes and adding import/export options is next on my list, it might be put to one side for the next day or two now it's all stable... :p

Re: [WIP] Grimrock Model Tookit

Posted: Sat Oct 13, 2012 8:56 pm
by Neikun
I found a couple more unused models in the item folder.
Cube and Sword_01
Cube appears to be missing sides, and the sword doesn't appear to have a texture.
I put the cube's texture on the sword and it looks like a cool stone sword.
Aww the sword_01 texture appears to be small and improperly positioned.
He's the cube texture on the base long sword.
SpoilerShow
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Re: [WIP] Grimrock Model Tookit

Posted: Sat Oct 13, 2012 9:02 pm
by JohnWordsworth
@Neikun, haha - I love the fact that there are random models in the asset pack for the finding! The Easter Eggs of the Asset Pack.

Just a general update today, I've got bone node rendering in the app and I have also been working on a new UI so that we can add features such as replacing just a single node in a file and/or editing node properties (instead of just doing things model wide). A sneaky peak...

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Re: [WIP] Grimrock Model Tookit

Posted: Sat Oct 13, 2012 9:09 pm
by Neikun
This makes me excited haha.