Re: Modding a love hate relationship
Posted: Thu Dec 06, 2012 1:46 pm
Do you have Skype by any chance. I have 40 minutes, I could show you a quick retexturing tutorial using screen share in real time.
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Aye I'll PM you my skype info, I check this board regularly, as you can tell . So just let me know when your available and I'll hook it up....oh wait, my mics broken stupid cat chewed my wire in half, need a new headset. I'll let you know when I get me a new one, I'll go ahead and send you my skype info though.Neikun wrote:Do you have Skype by any chance. I have 40 minutes, I could show you a quick retexturing tutorial using screen share in real time.
Code: Select all
defineMaterial{
name = "dfloor_test",
diffuseMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_dif.tga",
specularMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_spec.tga",
normalMap ="mod_assets/textures/new_textures/devourtest/dfloor_test_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 30,
depthBias = 0,
}
Ahhh sweet! Thanx a lot, wonder why mine wasn't working? I used the predefined scripts from the modding tutorial section to lay the ground work, then I altered it to map to my custom texture. And I forgot about being able to type in Skype, I'll get on there later and yap with ye, wifes been keeping me busy today.Neikun wrote:Got it to load in game.My material definition looks like this:SpoilerShowI made a 2 new images. One for specmapping and one for normalmapping.Code: Select all
defineMaterial{ name = "dfloor_test", diffuseMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_dif.tga", specularMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_spec.tga", normalMap ="mod_assets/textures/new_textures/devourtest/dfloor_test_normal.tga", doubleSided = false, lighting = true, alphaTest = false, blendMode = "Opaque", textureAddressMode = "Wrap", glossiness = 30, depthBias = 0, }
If your normal map image isn't made properly, you will likely end up with all blackness.
Code: Select all
defineMaterial{
name = "dfloor_test",
diffuseMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_dif.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 30,
depthBias = 0,
}
That is great, but I must ask, when you create your custom images do you make one for each of the different varieties, *ie* the Dif, the Normal, and the Spec? I have just been making all of mine from the .Diff images. Actually I encountered another hiccup, something I hadn't counted on, my usual method for changing the textures etc, backfired on me. Because I'm trying to change the colors, and textures on each individual floor, but the method I was using, just re-writes what I did before. So lets say floor 1 is blue, when I go to use this method to change floor 2 to red, it also changes floor 1 to red. Ughhh....hmmmm what to do?Neikun wrote:Got it to load in game.My material definition looks like this:SpoilerShowI made a 2 new images. One for specmapping and one for normalmapping.Code: Select all
defineMaterial{ name = "dfloor_test", diffuseMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_dif.tga", specularMap = "mod_assets/textures/new_textures/devourtest/dfloor_test_spec.tga", normalMap ="mod_assets/textures/new_textures/devourtest/dfloor_test_normal.tga", doubleSided = false, lighting = true, alphaTest = false, blendMode = "Opaque", textureAddressMode = "Wrap", glossiness = 30, depthBias = 0, }
If your normal map image isn't made properly, you will likely end up with all blackness.