[DONE] Grimrock Model Tookit

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

@LordYig: Many thanks for the suggestions, all very good. I also have a few other improvements but have been really busy with work this last week, so haven't been able to crack the animation issue yet and push out a release. I aim to push out the next build in a day or two - hopefully with animation support, but I'll release either way. Definitely agree with the save memory and will integrate ASAP!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
YpsiNine
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Re: [WIP] Grimrock Model Tookit

Post by YpsiNine »

JohnWordsworth wrote:@LordYig: Many thanks for the suggestions, all very good. I also have a few other improvements but have been really busy with work this last week, so haven't been able to crack the animation issue yet and push out a release. I aim to push out the next build in a day or two - hopefully with animation support, but I'll release either way. Definitely agree with the save memory and will integrate ASAP!
Hi John,

Did you see my crash-report a few posts back?
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thomson
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Re: [WIP] Grimrock Model Tookit

Post by thomson »

Minor bug report: I remember reading a post about automatic updates. I had GMT 0.2.1.1 installed and it didn't detect that 0.2.2.1 is available. Manual unistallation and installation of the new version went smootly.

Don't worry about it. If/when you have some time you'll be much more productive working on the tool itself. Thank you for this tool.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

@Xaurus: Most certainly did! Apologies, I thought I had replied to your post, but apparently I did not. I've added the bug to my list to go on Pivotal Tracker soon. I'm hoping when I fix that final Texture memory leak all these problems should go away :).

@Thomson: Many thanks, added to the list. When I moved to the installer, I think automatic updates would've been lost. I'm actually thinking that I might leave them off though just thinking about it now, then if a bad version comes out - it's possible to downgrade!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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LordGarth
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Re: [WIP] Grimrock Model Tookit

Post by LordGarth »

Does the toolkit have the ability to resize monsters yet?

Thx,

LordGarth
Dungeon Master and DOOM will live forever.
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LordYig
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Re: [WIP] Grimrock Model Tookit

Post by LordYig »

LordGarth wrote:Does the toolkit have the ability to resize monsters yet?
Thx,
LordGarth
As Petri has indicated a while earlier :
petri wrote:Node transforms of monsters are controlled by animation files so modifying node transforms in the model files has no effect.
So I don't think we can scale monsters up or down at this time. We need a tool to change, touch, part of the animation files otherwise it useless.
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

Oh man, so close to getting animations working now! The bone transforms are now animating in (what appears to be the correct) fashion. What's frustrating is that the 50% of each model appears to be rendering correctly each from too, but there is some really weird stretching on some vertices (like DX9 isn't treating all of the bone weights correctly). I've got a horrible feeling there is just something strange going on with the bone weights and/or indices... Still - I hope to post a working build tomorrow with animations included - which means that when FBX support is working - you should be able use the toolkit to import/export animations :).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
biffo1
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Re: [WIP] Grimrock Model Tookit

Post by biffo1 »

Dude, I am so jacked to see someone's been working on something like this. Just found out the level editor had been released a few days back.

Thank you John !!

I'm experimenting with 3ds max right now.
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juho
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Re: [WIP] Grimrock Model Tookit

Post by juho »

LordGarth wrote:Does the toolkit have the ability to resize monsters yet?
Resizing the monsters may be a bit difficult because animations are also tilebased.
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Deadlylama
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Re: [WIP] Grimrock Model Tookit

Post by Deadlylama »

Somehow the recalculate normals function does not seem to work as correct as it should do.
I made a pillar for my wall set, it is a simple stretched box.
but somehow the lighting is messed up upon importing it into the gmt. it looks correct in the toolkit, but ingame the model has some really odd big shadows at its corners that make almost the whole model black.

so i used the "recalculate normals" function. in the toolkit it now shows up with a black side and one side that is halfway black, though ingame it looks quite correct but one side still has the odd shadows.
SpoilerShow
Directly imported
Image

With recalculated normals
Image

Normal one ingame
Image
Dungeon maker, scripter and modeling beginner
My first Wallset
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