Page 5 of 7

Re: Modding a love hate relationship

Posted: Tue Dec 04, 2012 10:34 pm
by ExpDevourer
Isaac wrote:
ExpDevourer wrote:Thanks it is coming a long quite nicely, due to all the pointers, now with me doing the textures this way, will it cause a problem for the other floors? Because they will be different colors, this is just for this floor. Also I figured out a few things with paint, so that program is pretty much solid, and Gimp is making a bit more sense now. I am not even touching the model editor or Blender yet, that is a lot to take in at the moment. I will get to it though, I'll have to read some manuals or take a tutorial for those.

8-)
The Prison and Temple maps don't use the Dungeon map walls and textures. Redefining the dungeon textures will use the new ones instead of the defaults ~on every level that uses the Dungeon wallset.

If you want to, you can use your modified models and materials to define an entirely custom wallset (in wall_sets.lua), and it will be an option in the editor to use it on any floor you wish.

Look at the predefined wallsets for an example.
http://www.grimrock.net/modding/predefined-wall-sets/
http://www.grimrock.net/modding/asset-d ... reference/ (See Wallsets)
Oh no, I was worried that would happen, so if I went up a floor and used the same wallset, just re-colored it, it would change the first floor too then? Urk I knew it was too easy, ok, see the thing is for floors 1-4 upper will be the dungeon tileset, the final upper floor will be the Temple wallset just altered a bit. The lower floors will be much more tricky, as they are caves with wood mixed in, in spots. I am not entirely sure of what your describing there, but I think I get the gist of it, at any rate I'll fiddle around with .lua and see what happens. On another note *smacks forehead* don't know how I overlooked these pre-defined scripts when I was reading the developers tutorial, must have just got bored reading from the beginning and didn't finish it. :?

Re: Modding a love hate relationship

Posted: Wed Dec 05, 2012 12:59 am
by Isaac
ExpDevourer wrote:...
What you can do is define duplicates of the dungeon wallset using different names [like My_green_dungeon; My_blue_dungeon; My_red...], and define a red, blue, and green version of your material. Then load up the relevant models into the GMT and replace the material name with one of your custom material names; and save three version (in this instance), one for the red, one for the blue, and one for the green. Use those models in their respective wall set definitions, and pick your wallset for each floor.

Re: Modding a love hate relationship

Posted: Wed Dec 05, 2012 7:45 am
by ExpDevourer
Thanks will do, I am going to look online for a tutorial on how to change colors on the Model Generator, because all it shows on mine is a semi-white semi-transparent image.

*update* found one on the GrimWiki page, most helpful, makes much more sense, well back to it.

Re: Modding a love hate relationship

Posted: Wed Dec 05, 2012 11:31 pm
by ExpDevourer
I've hit another brick wall, I've tried asking two different people, one may have not gotten around to looking just yet. But I was wanting to know, how do separate the moss or whatever else for that matter from the walls in order to color or add something else to them? I can't seem to remove them, without leaving gaps in the background, or distorting the image beyond recognition, atm all I was trying to do was color the wall behind the moss, not the moss itself. I don't care if the moss is removed at this point, as my dungeon is meant to look somewhat old. ;)

Re: Modding a love hate relationship

Posted: Thu Dec 06, 2012 4:09 am
by Neikun
When I was making my clean dungeon wallset, I removed the moss by using Juho's dungeonw all .psd, turning off the moss and cloning the specific pieces of the archway texture onto it. This did not work well. I had grooves all over the place where I shouldn't. As my lazy fix, I cloned brick texture over the grooves to make it look more like one piece, but in my material, I left the normal map the same as the original so that the model would appear to be made of bricks.

Re: Modding a love hate relationship

Posted: Thu Dec 06, 2012 8:10 am
by ExpDevourer
Neikun wrote:When I was making my clean dungeon wallset, I removed the moss by using Juho's dungeonw all .psd, turning off the moss and cloning the specific pieces of the archway texture onto it. This did not work well. I had grooves all over the place where I shouldn't. As my lazy fix, I cloned brick texture over the grooves to make it look more like one piece, but in my material, I left the normal map the same as the original so that the model would appear to be made of bricks.
>,< Whoa that is complicated, sounds like something I would have done...lol. Wait till you see my final floors walls and floor, I spent 4 hours just making those alone, it looks trippy ;). I'll give that a try though, its frustrating to say the least, one would think it would be just a simple matter of removing a layer, or cutting it out and coloring, then pasting it back.

Re: Modding a love hate relationship

Posted: Thu Dec 06, 2012 9:15 am
by Isaac
It's possible to disable the moss layers in Juho's Photoshop file; and export just the bricks.
Image

https://docs.google.com/open?id=0B2XjRU ... HNsbnJjWDg

Re: Modding a love hate relationship

Posted: Thu Dec 06, 2012 10:28 am
by ExpDevourer
Isaac wrote:It's possible to disable the moss layers in Juho's Photoshop file; and export just the bricks.
Image

https://docs.google.com/open?id=0B2XjRU ... HNsbnJjWDg
I kept looking at those files he linked, and thought that maybe that is the way to go, it is after all how I got most of my wall textures working right. I will give this a try, thanx for the pointers, on a side note, since I have yet to decipher how to use the Model Gen, and Blender, has anyone made a sconce (torch lantern) that sits on the floor? There are a few area's where this will go, some of the things I want to do, will have to be through one of the Model Editing tools, because their images must be altered, otherwise I will just work around it somehow. :?:

Re: Modding a love hate relationship

Posted: Thu Dec 06, 2012 1:03 pm
by Neikun
What is the model generator? I tried Googling it, but only got models of generators D:

Re: Modding a love hate relationship

Posted: Thu Dec 06, 2012 1:25 pm
by ExpDevourer
Neikun wrote:What is the model generator? I tried Googling it, but only got models of generators D:
I imported those bricks like you suggested Isaac, and either because of me doing that, or because I tried to implement Neikun's sliding doors, or a combination of the two. My levels went berserk, the walls turned black, I was receiving an error message, something about a missing node to the ornate door, etc etc. Took me a teeth clenching amount of time to correct it, thinking perhaps, I'll just stick to retexturing and adding my custom music, and leave the more hair pulling technical model/script design to the pro's.

Neikun, ahh that is just what I was calling it, its the Grimrock Model Toolkit, same one you folks use. Great tool, if I could figure the blasted thing out. :shock: I read a little tutorial of sorts on the webpage, but I only went down to about half-way, one of the portions of the tutorial was unclear to me, at any rate, I threw it to the wind and went back to using what I knew.