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Re: [MOD] Door on floor placement
Posted: Sat Dec 15, 2012 1:44 pm
by thomson
The breakable spider nets look very nice. I've just integrated them Eye of the Beholder: Waterdeep sewers. And added you to the list of contributors, of course. I hope you don't mind.
One thing that bothers me is that I don't know how to add already broken net. The original EOB1, level 4 has some nets that are broken from the beginning. I tried to tweak defineObject for it to have health zero, but this just made the net indestructible. Any suggestions?
Another question is about size: giant spider web textures (DDS format) are 5MB each. How can I compress or make them smaller? I've installed dds plug-in for gimp and tried to write it in compressed format, but it didn't work.
Re: [MOD] Door on floor placement
Posted: Sun Dec 16, 2012 8:52 pm
by montagneyaya
thomson wrote:The breakable spider nets look very nice. I've just integrated them Eye of the Beholder: Waterdeep sewers. And added you to the list of contributors, of course. I hope you don't mind.
One thing that bothers me is that I don't know how to add already broken net. The original EOB1, level 4 has some nets that are broken from the beginning. I tried to tweak defineObject for it to have health zero, but this just made the net indestructible. Any suggestions?
Another question is about size: giant spider web textures (DDS format) are 5MB each. How can I compress or make them smaller? I've installed dds plug-in for gimp and tried to write it in compressed format, but it didn't work.
No probleme for use my MOD, I create it for the whole community, without restriction.
I add a verion 1.3 with the correction
--modify size files .dds of the giant spider web
--add the giant spider web broken
download v.1.3.zip in dropbox
download v.1.3.zip in nexusmod
The script for the giant spider web broken is
Code: Select all
defineObject{
name = "giant_spider_web_broken",
class = "Decoration",
model = "mod_assets/models/env/giant_spider_web_broken.fbx",
placement = "floor",
replacesFloor = false,
editorIcon = 128,
}
Re: [MOD] Door on floor placement
Posted: Sun Dec 16, 2012 10:06 pm
by thomson
montagneyaya wrote:I add a verion 1.3 with the correction
Thanks! I've included updated version in waterdeep sewers.
Re: [MOD] Door on floor placement
Posted: Thu Jan 31, 2013 10:29 pm
by Ixnatifual
I grabbed the spiderweb for use in my dungeon, but I found something odd with it. Light doesn't seem to affect it. Even when it's pitch black the web is still perfectly visible, even at a very long distance. As a result it looks pretty weird when there's no light source near it.
Re: [MOD] Door on floor placement
Posted: Thu Jan 31, 2013 10:39 pm
by Xanathar
Curiously, spider webs of the original game do the same weird effect. Probably some limitation on alpha blended materials ? I'm also interested in the gigantic EOB style webs! (thanks montagneyaya)
Re: [MOD] Door on floor placement
Posted: Thu Jan 31, 2013 10:47 pm
by Ixnatifual
You're right. It's less jarring since they're much smaller, though. I wonder if it's an oversigt by AH or intentional.
Re: [MOD] Door on floor placement
Posted: Fri Feb 01, 2013 12:11 am
by Phitt
Ixnatifual wrote:You're right. It's less jarring since they're much smaller, though. I wonder if it's an oversigt by AH or intentional.
That's how transparency is handled in the Grimrock engine unfortunately. Only the 'opaque' address mode doesn't have this effect. So you either have all-or-nothing transparency or you'll have this glow effect. It's a bit of a shame, as many things can't be done properly because of it (see spiderwebs). I'm not a programmer, but in ES games there are issues with fading transparency as well, so it seems to be hard to make it work without any drawbacks.
Re: [MOD] Door on floor placement
Posted: Fri Feb 01, 2013 8:49 pm
by Ixnatifual
That's a damn shame. The big web model looks awesome but that particular "feature" makes me not want to use it. Maybe if I just make sure there's a ceiling light or some other permanent light source nearby wherever I use it...