[Models] New created Models..

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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germanny
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Re: [Models] New created Models..

Post by germanny »

I hope to get some good looking action results, its not so easy.
Isaac wrote:I plan to be making Xanathar soon (my Avatar here).

Very cool! *my avatar here* - who didn´t know Xanathar^^
For me the most feared enemies (beside Xanathar) were the mindflayers in EoB.
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germanny
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Re: [Models] New created Models..

Post by germanny »

STOP^^
First i have to finish the DMWallset update!
The pods have now a ground texture and when destroyed they spawn 'pod dust" items.
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Komag
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Re: [Models] New created Models..

Post by Komag »

that looks great, very high quality
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germanny
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Re: [Models] New created Models..

Post by germanny »

Added DM Throne asset (by request from Mutman)!
It could have much more detail - lamp posts, a cushion and a blanket.
And a sitting skeleton/death king with crown.
Plus alcove objects for a sword and another item.
Maybe later, i am about to finish the update to release..^^

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Another asset, a tileable red carpet complements this model.
You can make a dungeon-long carpet towards the throne with it^^
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germanny
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Re: [Models] New created Models..

Post by germanny »

..and a ceiling deco, some moss with mushrooms:
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JohnWordsworth
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Re: [Models] New created Models..

Post by JohnWordsworth »

Love the throne - especially appreciate the way that you can extend the carpet along the floor leading up to the throne. I hope we see a few mods using your wall set soon - that would be awesome. I imagine it will be very popular when LOG2 comes out :).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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germanny
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Re: [Models] New created Models..

Post by germanny »

JohnWordsworth wrote:Love the throne - especially appreciate the way that you can extend the carpet along the floor leading up to the throne.
Thx, John! We will hope that LoG2 supports the settings i made with normal maps and such ;)
BTW normal maps: At the above screenshots i forgot to recalculate tangents and wondered why my normal map is lost^^
Made some more shots with the model after recalculate tangents, you can clearly see the difference:
rec. tangents:
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no rec. tangents:
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rec. tangents:
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no rec. tangents:
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rec. tangents:
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So.. don´t forget to recalculate the tangents!
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BuzzJ
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Re: [Models] New created Models..

Post by BuzzJ »

wow. The normal maps really make the pattern shine. Great addition.
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germanny
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Re: [Models] New created Models..

Post by germanny »

I´ve made a simple trap. Works beautiful^^
No special animations, it is only a simple pressure plate with an extra floor model.

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Elements needed for usage:
- 2 models - floor tile with holes and spikes as PressurePlate (included in the dm pack update)
- 2 pressure plate animations - up and down state
- 2 Scripts - 1x for Pr.Plate to set damage and pain sound, 1x for set trap sounds.
- 3 new sound effects: 1x party pain, 1x spikes up, 1x spikes down

PressurePlate "dm_spikes_floortrap" settings:
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The 'silent' setting prevents the trap from play original plate sounds.


Script entity "spTrapevent" to connect to "dm_spikes_floortrap":

Code: Select all

-- Script 'spTrapevent'
-- Sets amount of damage and pain sound
-- Set connector from 'trap' PressurePlates to this script!

function SetPartyDmg(self)
if self:isDown() then
damageTile(self.level, self.x, self.y, self.facing, 6, "physical", 5)
playSoundAt("dm_party_pain", self.level, self.x, self.y)
else return false
end
end

Script entity "TrapSetSnd" to set trap sounds dungeon-wide:

Code: Select all

-- Script 'TrapSetSnd'
-- Sets new sounds to pressure plate actions
-- Placed at first level

--begin---------------------------------------------

-- Set connectors to PressurePlate(s) in dungeon
for m = 1, getMaxLevels() do
      for f in allEntities(m) do
         if  f.class == "PressurePlate" then
            f:addConnector('any', 'TrapSetSnd', 'playPplSnd')
         end
         end
end

-- The function to play custom sounds
function playPplSnd(self)

local PplLevl = self.level
local PplNam = self.name
local PplPosX = self.x
local PplPosY = self.y

-- play sounds for each state
if self:isDown() and PplNam == 'dm_spikes_floortrap' then 
	playSoundAt("dm_spikeblade_up", PplLevl, PplPosX, PplPosY)
	
elseif self:isDown() and PplNam == 'dm_spikes_floortrap_we' then 
	playSoundAt("dm_spikeblade_up", PplLevl, PplPosX, PplPosY)
	
elseif self:isUp() and PplNam == 'dm_spikes_floortrap' then 
	playSoundAt("dm_spikeblade_down", PplLevl, PplPosX, PplPosY)
	
elseif self:isUp() and PplNam == 'dm_spikes_floortrap_we' then 
	playSoundAt("dm_spikeblade_down", PplLevl, PplPosX, PplPosY)
	
end	
end
--end-----------------------------------------------

As said, this is very simple but easy to manage^^
I have send the models to AdrTru, so he may come up with real animated spikes..
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Aeon
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Re: [Models] New created Models..

Post by Aeon »

That´s so awesome! Especially the throne, this was a thing that I missed somehow all the time! :-D Great work. Ich bin beeindruckt! ;-)
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