[DONE] Grimrock Model Tookit

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: [WIP] Grimrock Model Tookit

Post by Neikun »

Can we get a screenshot?
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
User avatar
JKos
Posts: 464
Joined: Wed Sep 12, 2012 10:03 pm
Location: Finland
Contact:

Re: [WIP] Grimrock Model Tookit

Post by JKos »

Neikun wrote:Can we get a screenshot?
Sure: https://docs.google.com/file/d/0B7cR7sc ... RYczQ/edit
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: [WIP] Grimrock Model Tookit

Post by Neikun »

Very nice!
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
User avatar
JKos
Posts: 464
Joined: Wed Sep 12, 2012 10:03 pm
Location: Finland
Contact:

Re: [WIP] Grimrock Model Tookit

Post by JKos »

Well it looks better in game, in screenshot that "gem" seems to be a bit off from the effect, but you don't notice it in game. Also I forgot to mention that there is also a white torch flame particle effect.

Scripts:

Code: Select all

defineObject{
	name = "spell_projectile",
	class = "Item",
	uiName = "Spell projectile",
	model = "mod_assets/models/spell_projectile.fbx",
	gfxIndex = 109,
	attackPower = 1,
	impactSound = "fireball_hit",
	stackable = false,
	sharpProjectile = false,
	projectileRotationY = 90,
	weight = 0,	
}

cloneObject{
		name = "magic_missile",
		baseObject = "spell_projectile",
		uiName = "Magic missile",
		--ammoType = "arrow",
		gfxIndex = 109,
		attackPower = 1,
		impactSound = "fireball_hit",
		particleEffect = "magic_missile",
		stackable = false,
		sharpProjectile = false,
		projectileRotationY = 0,
		weight = 0,
}

defineParticleSystem{
	name = "magic_missile",
	emitters = {
		-- flames
		{
			emissionRate = 50,
			emissionTime = 0,
			maxParticles = 50,
			boxMin = {-0.0, -0.0, 0.0},
			boxMax = { 0.0, 0.0,  -0.0},
			sprayAngle = {0,360},
			velocity = {0.3, 0.3},
			texture = "assets/textures/particles/torch_flame.tga",
			frameRate = 35,
			frameSize = 64,
			frameCount = 16,
			lifetime = {0.8, 0.8},
			colorAnimation = true,
			color0 = {1, 1, 1},
			opacity = 1,
			fadeIn = 0.15,
			fadeOut = 0.3,
			size = {0.125, 0.25},
			gravity = {0,0,0},
			airResistance = 1,
			rotationSpeed = 1,
			blendMode = "Additive",
			objectSpace = true,
		},

		-- glow
		{
			spawnBurst = true,
			emissionRate = 1,
			emissionTime = 0,
			maxParticles = 1,
			boxMin = {-0.0, -0.0, 0.0},
			boxMax = { 0.0, 0.0,  -0.0},
			sprayAngle = {0,30},
			velocity = {0,0},
			texture = "assets/textures/particles/glow.tga",
			lifetime = {1000000, 1000000},
			colorAnimation = false,
			color0 = {1, 1, 1},
			opacity = 1,
			fadeIn = 0.1,
			fadeOut = 0.1,
			size = {0.8, 0.8},
			gravity = {0,0,0},
			airResistance = 1,
			rotationSpeed = 2,
			blendMode = "Additive",
			objectSpace = true,
		}
	}
}

Model:
https://docs.google.com/open?id=0B7cR7s ... ENwRG5zamM
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
User avatar
Ciccipicci
Posts: 154
Joined: Mon Oct 08, 2012 12:55 am

Re: [WIP] Grimrock Model Tookit

Post by Ciccipicci »

JKos a little tip. To try it into my dungeon exactly where I'll have to put one by one this codes? And how can I learn where to put all of them simply by reading them and not asking? thanks! ;)
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

Just another quick teaser before I hope to publish another version this evening...

Image

Loaded from a .x file (specifically WispModel.x from this site). All that was required was a few button clicks, defining the materials in lua and then turning the textures into DDS files. Animation is unfortunately too big to actually fit into a dungeon at the moment. I'm hoping to add super-simple animation scaling through a button and put the model in the game before I push out a build.

@Isaac: Firstly, thanks for the tips in generating the gif ;). Secondly, I'm afraid I'm not sure what version of Collada Assimp supports, but it loads the sample files from the Collada site (even the one with about 200,000 vertices - although, I would advise against using that one in game!). I probably wouldn't use .blend import for anything other than just quick testing. It might load everything in (lights will just be empty nodes), but many Grimrock models actually have these nodes in them anyway. When I add node editing, you will be able to delete them obviously!

@Phitt: Node manipulation is coming pretty soon I think. Would be very handy to be able to tweak those in the GMT. However, the new import mechanism supports multiple mesh nodes and mesh segments. The above previewed .x file has the head separate to the body (2 segments) and different textures for those two parts.

@JKos: Looks cool! "I wanna cast MAGIC MISSILE... At the Darkness" (10 pts for anyone who gets the reference).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: [WIP] Grimrock Model Tookit

Post by Komag »

I played Summoner back on PS2 when the system was pretty young and the game graphics were AWESOME!
Finished Dungeons - complete mods to play
User avatar
Brodie301
Posts: 286
Joined: Sun Apr 08, 2012 6:00 pm
Location: Mississippi, USA

Re: [WIP] Grimrock Model Tookit

Post by Brodie301 »

Speaking of animations and such does anyone remember a pre-Grimrock video that had a guy that looked like my avatar holding a torch and either waves for you to follow or gives you the " finger to lips hush sign" then disappears down a hall. Or am I just imagining that?
The FORCE is with me!!!
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

Grimrock Model Toolkit Release 0.3.1.0
GMT Home Page ~ Direct Download (8Mb)

Image
Custom animated model in game. Ok, it just plays the idle animation (and it actually walks 'backwards' to the way the animation is playing) - but that's because I just used the default animation that came with the model. Using a custom animation should work ok.

Release Notes
  • Adds File->Import->Assimp Import, which supports importing of over 20 file formats. Note that using this menu item only imports the model itself (and not any associated animations).
  • Adds Animation Tab -> 'Load Animations from Assimp Import Library' button: Use this button to load all of the animations in an Assimp supported model file into memory. At the moment, you have to save each one and you cannot rename them, but that will come soon.
  • Added the most simple animation scaling, just so I could get a test file in. It literally just changes the scale of the first bone (assuming it's the root node), obviously - this is just a temporary solution!
There will be bugs! Please let me know what they are. If something isn't working (a) try some different export settings from your 3D package, (b) assume it's the GMT after 15-20 minutes of playing. As it likely is.

@Isaac: Would love to see if the Assimp OBJ import fixes your reflection issues. It does a bunch more processing than my OBJ loading does.

@Phitt: Would be interested to hear how you get on. Assimp actually imports Normals, Tangents and BiTangents if you can get 3DS Max to export them!

@Komag: Here's 10 bonus points :).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
Fhizban
Posts: 68
Joined: Sun Oct 21, 2012 2:57 pm
Location: Germany
Contact:

Re: [WIP] Grimrock Model Tookit

Post by Fhizban »

Looks really good, i see this toolkit is growing every day - we need more people like you JohnWordsworth!

BTW: I am a complete idiot when it comes to 3d models and animations, maybe you can help me a bit:

Im desperately searching for new monster models to use with grim rock, one of my favorite games of all times - Wizardry 8 (from 2002) seems to have nice models to use. they are quite outdated (a bit blocky here and there) but some of them are useable.

so, using an editor called CosmicForge, im able to access all data files of Wizardry 8, the big question is - how to get them into grimrock?

As far as i have seen, every single model can be exportet in Lightwave format and it looks like you have to do this with each animation sequence too.

now, i havent even tried textures or animations - but can your toolkit import lightwave models? do i have to modify them before importing?

thanks for a quick info!
--
Fhizban's Asset Repository - the place where you find all my LoG contributions:
viewtopic.php?f=14&t=3904
Post Reply