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Re: EOB: Waterdeep Sewers
Posted: Wed Oct 03, 2012 7:55 pm
by Juppstein
Hi dj
Do I need to do some UV mapping for Grimrock to apply the textures correctly or do I just need to add the mat IDs to the polys? Sorry for those stupid questions but I am totally out of the loop on this custom content 3D stuff
Also if you need any more fancy stuff on it I will add that as well if that's required.
Re: EOB: Waterdeep Sewers
Posted: Wed Oct 03, 2012 8:34 pm
by djoldgames
Juppstein wrote:Hi dj
Do I need to do some UV mapping for Grimrock to apply the textures correctly or do I just need to add the mat IDs to the polys? Sorry for those stupid questions but I am totally out of the loop on this custom content 3D stuff
Also if you need any more fancy stuff on it I will add that as well if that's required.
Hi Jup,
there is my base texture for wallset.
Please apply UV for this texture to the pit under the ladder for correct dimensions. Use any part of it, so to look good from all directions.
And for the ladder mesh, apply UV for any texture you have, but image must be in resolutions 256x256 / 512x512 or 1024x1024.
Re: EOB: Waterdeep Sewers
Posted: Thu Oct 04, 2012 5:15 am
by Trap
cool mod, is there any way to play it with my own party?
Re: EOB: Waterdeep Sewers
Posted: Thu Oct 04, 2012 11:20 am
by djoldgames
Trap wrote:cool mod, is there any way to play it with my own party?
Yes, in new version 0.02.8 you can create your own party. With new editor feature - default_party - now I am able to create default EOB party more sophistcated
Re: Update - Level 2 completed
Posted: Thu Oct 04, 2012 11:27 am
by Blichew
djoldgames wrote: "throwable portcullis", forceable doors, ladder up/down
Sorry for being so direct but do you consider sharing the source of that ?
At least the .lua part of "throwable portcullis" ?
I was hoping to make two spawners throw walls at party so if they don't hide in the alcove in time they'll die but I stopped at making a projectile from a wall
Re: EOB: Waterdeep Sewers
Posted: Thu Oct 04, 2012 11:58 am
by Darklord
Looking good in here guys!
Daniel.
Re: EOB: Waterdeep Sewers
Posted: Thu Oct 04, 2012 9:17 pm
by Filipsan
I love the intro!
Re: EOB: Waterdeep Sewers
Posted: Fri Oct 05, 2012 12:58 pm
by Juppstein
The ladder down would be done i think. But I thought about your idea of using it as a placeable. If you do that then the shaft going down would be clipped by the dungeon floor, no? Or is LoG somehow cutting the geometry of the floor to allow the shaft to appear as it should (I highly doubt that)? I think the only way to have a real 3D shaft with the ladder in it would be to create a new floor tile like the floor with the drainage in it. Your problem would then be how to create the level transition so that the player can advance to the next level.
Re: EOB: Waterdeep Sewers
Posted: Fri Oct 05, 2012 2:55 pm
by djoldgames
Juppstein wrote:The ladder down would be done i think. But I thought about your idea of using it as a placeable. If you do that then the shaft going down would be clipped by the dungeon floor, no? Or is LoG somehow cutting the geometry of the floor to allow the shaft to appear as it should (I highly doubt that)? I think the only way to have a real 3D shaft with the ladder in it would be to create a new floor tile like the floor with the drainage in it. Your problem would then be how to create the level transition so that the player can advance to the next level.
Fantastic!
Now it should be well done. I use your model like a floor drainage (placement=floor). I have a script ready for this, using party "onMove" hook which teleports party to any other place after step on it (maybe next in future, we create an animated transiltion like stair up/down)
Re: EOB: Waterdeep Sewers
Posted: Fri Oct 05, 2012 4:27 pm
by Juppstein
Great, now I just need to find out how to get the .obj properly exported to .model so that I can successfully see the different segements and nodes to assign the textures to *scratches head*