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Re: [Models] New created Models..
Posted: Tue Jan 22, 2013 9:06 pm
by hyteria
hey germanny , want to work on the trap spike for your next asset? as i remember there is some on DM no? :p
Re: [Models] New created Models..
Posted: Tue Jan 22, 2013 10:23 pm
by germanny
Spikes? I don´t remember yet^^
Ok, i did what phitt mentioned, and it is truly better.
Some states:
Thank you Phitt, nice idea
Re: [Models] New created Models..
Posted: Tue Jan 22, 2013 10:41 pm
by Phitt
Personally I had better results with 'translucent' when trying this. You need an alpha channel, but it has two advantages:
1. You can blend the texture better since it's not all-or-nothing.
2. Additive gives some kind of 'milky' glow, while translucent is more saturated. Can't explain it better, you'll see what I mean.
Looks good anyway! Hope to see your full tileset soon, unlike most people here I'm not so much a fan of EoB, instead I'm a huge fan of the one and only original - Dungeon Master (which I played a lot on my Atari ST back in the day).
Re: [Models] New created Models..
Posted: Wed Jan 23, 2013 12:42 am
by germanny
Phitt wrote:Personally I had better results with 'translucent' when trying this. You need an alpha channel, but it has two advantages:
1. You can blend the texture better since it's not all-or-nothing.
2. Additive gives some kind of 'milky' glow, while translucent is more saturated. Can't explain it better, you'll see what I mean.
Looks good anyway! Hope to see your full tileset soon, unlike most people here I'm not so much a fan of EoB, instead I'm a huge fan of the one and only original - Dungeon Master (which I played a lot on my Atari ST back in the day).
I tested it with translucent, but i find that additive reacts better with the lightsources. But i will try it again^^
And i have managed to replace the campfire model, if a torch is inserted into the campfire.
ATM this is defined as altar. In dungeon, i place a script wich spawns the lit model and the lights, then destroys the old obect.
But there are two issues left:
- How can i avoid that the script entity is used again on the lit model? (and did not work correct then)
- I try to set a custom sound for it, via PlaySoundAt. But i get the error:
'trying to play non-mono 3d sound...'
I convert the sound with Audacity, set it to Mono, 44100, 32bit float, M$ wav - and also test with Mono, 44100, 16bit PCM, M$ wav.
Still no sound, why?
Re: [Models] New created Models..
Posted: Wed Jan 23, 2013 12:48 am
by germanny
Aahh.. i found out why the sound did not work!
It is necessary to quit grimrock and start new, then the changed sound is updated^^
Works
Re: [Models] New created Models..
Posted: Wed Jan 23, 2013 1:01 am
by Isaac
germanny wrote:- How can i avoid that the script entity is used again on the lit model? (and did not work correct then)
One option (though not perfect), might be to have the script generate a partially random name for the object; (saved in the script and reused to destroy). Make the number large enough, and the odds are unlikely (but not impossible) that the exact name will be picked twice.
Alternatively/additionally... You should be able to check to see if any object exists with that name and discard it [for a new random name] if one is found.
** Perhaps add the value of getStatistic("play_time") to the generated name.
Re: [Models] New created Models..
Posted: Wed Jan 23, 2013 1:58 am
by germanny
Mmmhh, i´m not into scripting in lua yet. lua is totally new for me^^
I used other languages in the past, but i have to learn the methods used in lua first.
Better i break here for now and go on with modeling the dm wallset^^
Re: [Models] New created Models..
Posted: Thu Jan 24, 2013 2:47 am
by germanny
Towards dm-wallset!
I have resolved the biggest probs in making that. This is mainly about seamless tiling, this is a real pain without pillars^^
Was a real pain too to find a colouring that fit into LoG. Another prob is import, the tiles are sometimes flipped, then figuring out walls with buttons - at first most disturbing^^
Bake normal maps was another issue, i want to bake highdetail geometry into it, not only the textures. This influenced the seamless tiling, too!
As i said this is a learning process for me, and i know yet how to do that with blender (a very good progress!)
Another approach is - do not use dozens of different textures, this is a hard task.
Anyway, i guess it will be ready by mid february, but only the basic set, no enhanced walls for deeper levels. And it won´t contain all of the dungeon master assets.
The necessary assets will be ready then. This is really a big load of thingies^^
But i will stand by the project and enhance more things later on.
Now i´m up to complete the fountain. early blender shot from the lionhead above the fountain:
Yes, and how the base wallset will look like? This:
(i have another version beside, but it is too late to change all over..)
I know the glitches here, the dirt at the edges has to be redone, wall- edges are a bit bad.. we will see.
Some might say this is too greyish, but this is dm as it is. In action it looks far better^^
On to next..
Re: [Models] New created Models..
Posted: Thu Jan 24, 2013 2:51 am
by Neikun
I personally love gray stones.
I love the look of the vines over the alcove!
Re: [Models] New created Models..
Posted: Thu Jan 24, 2013 3:02 am
by germanny
Thx neikun, one more who loves grey^^
Any designer knows that a neutral grey background is good for photoviewing, i hope i can catch this effect!
Notice the wall crack on the left wall? As in dm, this may contain a button or is eventually an alcove^^