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Re: [WIP] Grimrock Model Toolkit 2 (MeshCraft)

Posted: Mon Nov 17, 2014 8:35 pm
by Prozail
John, Compared it to my installed version and the zip is missing SlimDX.dll, and a few icons in Assets

Re: [WIP] Grimrock Model Toolkit 2 (MeshCraft)

Posted: Mon Nov 17, 2014 8:57 pm
by JohnWordsworth
Oh bugger - it's missing some of the dependencies. Sorry, rushed the job. Will re-upload in the next 30 minutes with the missing files! Thanks for the spot Prozail.

Edit: Uploading now. Hopefully it has all of the required files now. (It's very hard for me to test what dependencies are missing, as I have them all installed in system directories).

Re: [WIP] Grimrock Model Toolkit 2 (MeshCraft)

Posted: Tue Nov 18, 2014 3:30 am
by spacecookie
I just downloaded and ran it without problem before bed. I'll give it a better test tomorrow. Thankyou for all of your hard work to bring this great program to us all.

Re: [WIP] Grimrock Model Toolkit 2 (MeshCraft)

Posted: Mon Dec 15, 2014 1:00 am
by JohnWordsworth
Just posting another update really to show that I'm still alive and working on this. Things have been pretty manic with an apartment move and getting ready for Xmas, so it's all been a bit slow unfortunately. However, I hope to publish a first version not long after I break for Christmas Vacation in a week or so - when I will have a lot more time to focus on MeshCraft and the like.

Anyway, here's a screen to keep your appetite whet!
SpoilerShow
Image
While it might not look vastly different, a lot has changed since the last screen.

- There is now specular lighting in the preview window (possibly noticeable from this screenshot).
- Grimrock 1 import/export now works properly :p (trivial to update to LOG2 - just not done it yet).
- You can now import all of the default Grimrock materials with a few clicks (will be saved in settings soon).
- Supports up to 10 lights in the scene (including an optional headlamp light).

Really, I just want to get some of the settings saved and the Assimp importer working properly and then I'll be ready to share an initial version. Soon after that, I hope to work on the FBX import and animation rendering so that will hopefully be a nice Xmas present for people :).

Re: [WIP] Grimrock Model Toolkit 2 (MeshCraft)

Posted: Mon Dec 15, 2014 1:18 am
by Isaac
It's wonderful news. 8-)

Re: [WIP] Grimrock Model Toolkit 2 (MeshCraft)

Posted: Mon Dec 15, 2014 1:33 am
by Grimfan
Indeed, it looks wonderful. :D

Re: [WIP] Grimrock Model Toolkit 2 (MeshCraft)

Posted: Mon Dec 15, 2014 9:46 am
by Drakkan
is it going to be supported converting Log1 textures and maps to log2 ?

Re: [WIP] Grimrock Model Toolkit 2 (MeshCraft)

Posted: Mon Dec 15, 2014 2:06 pm
by JohnWordsworth
It's definitely on the list Drakkan. Probably just a little Utility tool that pops up and lets you do them one by one, but I am also considering the idea of "exporting materials" along with a model (which could also, theoretically, write the lua for that model's materials too).

Re: [WIP] Grimrock Model Toolkit 2 (MeshCraft)

Posted: Mon Jan 05, 2015 4:51 pm
by sajon
JohnWordsworth,

I would like to say that we are lucky to have someone of your ability who shares our interest in game modding. As said before you have taken the modding community to a higher level, and without people like you we would be stuck with vanilla games.

I am checking to see if you have released a beta (or any versions) of the new MeshCraft. I have been following the post and I have only found a link to 0.7.0.1 which looks like the GMT for LOG1.

Thanks,

Sajon

Re: [WIP] Grimrock Model Toolkit 2 (MeshCraft)

Posted: Tue Jan 06, 2015 3:05 am
by JohnWordsworth
Hey Sajon!

Thanks for the kind words. I've been working hard on MeshCraft but have fallen a into the trap of being a perfectionist with the underlying architecture! Things are, however, back on track now as I've come to a nice middle-ground between tidy code but nothing too silly (I was trying to plan forward for supporting Lua plugins or some other scripting language, but I've put that on hold for now and will worry about that later).

I've got Assimp import working and I'm just working to get animations to render and export properly, then I will be ready to share an initial version with everyone. I'm planning on releasing an early version as soon as possible!