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Re: [WIP] Grimrock Model Tookit

Posted: Tue Jan 22, 2013 2:36 pm
by spacecookie
Lets just call it the bat sword, and then have an entire dungeon built on batman jokes, like the bat cave, is just a cave full of bat swords. :lol:

Re: [WIP] Grimrock Model Tookit

Posted: Tue Jan 22, 2013 7:34 pm
by Komag
can you just give it an existing "material" texture and see if any look halfway decent?

Re: [WIP] Grimrock Model Tookit

Posted: Tue Jan 22, 2013 9:02 pm
by undeaddemon
spacecookie wrote:This is a really great addition to Grimrock. I've been playing with it, but I'm not that technical a person, so I'm stuck until a manual can be made for it.

I've imported my cricket bat sword, but I don't know about bringing textures in and all that other stuff.

Image
There is a manual on the website - and it explains that you need to configure the asset pak location and have the materials.lua configured so that the tool understand where to look.

Re: [WIP] Grimrock Model Tookit

Posted: Wed Jan 23, 2013 9:30 pm
by LordGarth
What animation format is needed for animation import into the toolkit?


LG

Re: [WIP] Grimrock Model Tookit

Posted: Wed Jan 23, 2013 9:46 pm
by LordGarth
Also I am trying to import an animation into the toolkit and it says vertex index out of range.

LG

Re: [WIP] Grimrock Model Tookit

Posted: Sun Jan 27, 2013 7:25 pm
by LordGarth
I am having an error message from the assimp import. It says given key is not in the dictionary.

What does that mean and how would I fix this?

Thx,

LG

Re: [WIP] Grimrock Model Tookit

Posted: Sun Jan 27, 2013 8:01 pm
by Isaac
Sounds like it's compression related. [Just a guess.]

Re: [WIP] Grimrock Model Tookit

Posted: Sun Jan 27, 2013 8:05 pm
by Neikun
That would happen to me when I was exporting Z forward instead of -Z forward. or something like that.

Re: [WIP] Grimrock Model Tookit

Posted: Sun Jan 27, 2013 8:29 pm
by Isaac
Neikun wrote:That would happen to me when I was exporting Z forward instead of -Z forward. or something like that.
When I would export that way, it just resulted in my model being rotated 90°.

Re: [WIP] Grimrock Model Tookit

Posted: Sat Feb 09, 2013 10:17 am
by JohnWordsworth
Just wanted to give everyone an update really. Sorry about the radio silence this two to three weeks. Not only have we moved to another country, but we've been manically apartment hunting (while also working full time 'from home' - which actually means, from a hotel room with crappy internet). As such, the fun things have had to be put on hold again for a little while. Fortunately, we've found a place! We're moving in next Tuesday and then when our Shaw internet box arrives, things should get back to normal. :)

I've still got features I would like to add to the GMT and GrimFBX was very near to working when I last worked on it so I'm still excited to get that out (with source, on GitHub!).