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Re: Under Dungeon Tile Set - Reaching Compleation
Posted: Thu Mar 23, 2017 10:04 pm
by THOM
ahm - it would be nice if you could add a demo dungeon.
Nothing with a storyline or any puzzles - just some kind of exhibition to make it easyer to get an impression of your stuff.
(did that the last hour for pack one...)
Re: Under Dungeon Tile Set - Reaching Compleation
Posted: Thu Mar 23, 2017 11:33 pm
by vanblam
Thats a good idea, I was debaiting on doing that before I released it lol, but I just wanted it done haha.
I do have some parts that might need some explaining, eg: the roofing.
Re: Under Dungeon Tile Set - Reaching Compleation
Posted: Fri Mar 24, 2017 12:56 am
by minmay
Neat! I couldn't resist doing a quick review of the models, I only noticed 2 issues:
- you don't need 4 separate identical ud_12x12_rock_ceiling models just to give them different materials; you can use one model and the "material" field on ModelComponent instead (saves both memory and disk space). Same problem with the curved rock wall models.
- the rigged models (ud_stone_button.model, ud_wall01_sb.model) have entirely flat shading
Re: Under Dungeon Tile Set - Reaching Compleation
Posted: Fri Mar 24, 2017 3:18 am
by vanblam
minmay wrote:Neat! I couldn't resist doing a quick review of the models, I only noticed 2 issues:
- you don't need 4 separate identical ud_12x12_rock_ceiling models just to give them different materials; you can use one model and the "material" field on ModelComponent instead (saves both memory and disk space). Same problem with the curved rock wall models.
- the rigged models (ud_stone_button.model, ud_wall01_sb.model) have entirely flat shading
To be honest I was waiting for it. I'm happy you do that because sometimes I miss things lol.
- The textures, I had a feeling you could do something like that. How do you set that up btw? ( Ill make sure I do that next time)
tho 1 rock has a different uv map, the other 3 share a uv.
- The stone button I knew about, I can't seem to find a good tutorial on how to do animations using the blender plug-in.
I know the old way of doing it, but that causes them to come out all flat shaded. I tried to fix the models but the animations get screwed up.
I will fix it tho
To THOM: I have a tutorial dungeon all set up now
http://www.nexusmods.com/legendofgrimro ... ile?id=482
Re: Under Dungeon Tile Set - Reaching Compleation
Posted: Fri Mar 24, 2017 7:51 am
by minmay
Code: Select all
defineObject{
name = "ud_12x12_rock_ceiling_d",
baseObject = "base_floor_decoration",
components = {
{
class = "Model",
model = "mod_assets/vb_models/models_under_d/env/ud_12x12_rock_ceiling.fbx",
staticShadow = true,
material = "ud_rock_03",
},
},
editorIcon = 256,
minimalSaveState = true,
tags = { "VB","Under Dungeon" },
}
Re: Under Dungeon Tile Set - Reaching Compleation
Posted: Fri Mar 24, 2017 3:37 pm
by THOM
Thanks a lot - that's helps much.
Re: Under Dungeon Tile Set - Reaching Compleation
Posted: Thu Apr 27, 2017 10:25 pm
by Cashpwns
So, the pack is indeed complete?
Re: Under Dungeon Tile Set - Reaching Compleation
Posted: Sun May 13, 2018 4:46 pm
by kelly1111
Question about the tileset. Hope vanblam is still around.
When fiddling around with adding this tileset into my mod. I noticed that the wall, floor, and ceiling objects don't have any occluders on them (the alcove has one) ...
don't they need a occluder or am I missing something here?
and would adding the normal dungeon tileset occluders into the definitions work?
(Just for info: I also noticed that the textures alone are around 200 mb in this set, while alot of them arent even used in the objects that are in the set. I managed to trim the size down to about 100 mb, this is including sizing down some of the textures from 2048*2048 to 1024*1024)
Re: Under Dungeon Tile Set - Reaching Compleation
Posted: Sun May 13, 2018 11:49 pm
by kelly1111
Jeeez. I am getting old and senile... already asked this question in 2015 and got an answer from minmay...
Guess ill add occluders to the under dungeon set then... cos they are missing
Re: Under Dungeon Tile Set - Reaching Compleation
Posted: Mon May 14, 2018 12:59 am
by AndakRainor
Oh and also some surfaces are defined in minimalSaveState objects. So they don't work when you reload the game. You should change their definitions too.