Re: Making new art assets (and WIP)
Posted: Sat Sep 15, 2012 7:22 am
Yep, you can customize door models.
Official Legend of Grimrock Forums
http://grimrock.net/forum/
Interesting, could you upload some example screenshots?Phitt wrote: I noticed that you have quite a lot of geometry on them which the player will never see.
Upload some examples so I can give you more precise answer. Most of the geometry is semi-optimized, I've overlapped geometry to make sure that lights doesn't bleed from the edges. Some extra geometry here and there isn't as that crucial as saving texture space.Phitt wrote:While looking at the models I noticed that you have quite a lot of geometry on them which the player will never see. I'm used to removing this kind of geometry from my models as it doesn't serve a purpose in the games I modded (mostly ES games). Is there any reason why it is there? Does it have something to do with SSAO maybe (no shading without geometry on the backsides?)? Or do you have some kind of occlusion culling as part of the engine and left it in just for the heck of it?
I know it's a quirk that doesn't appear in the official game [maps]... but the Prison light bleeds all over when used with the dungeon wallset. Such that you can even see streaks of light at the end of a dark hallway that disappear depending on how you look at them; [free look angle IIRC].juho wrote:I've overlapped geometry to make sure that lights doesn't bleed from the edges. Some extra geometry here and there isn't as that crucial as saving texture space.
Placing a ceiling shaft in the same square should fix this issue.Isaac wrote:I know it's a quirk that doesn't appear in the official game [maps]... but the Prison light bleeds all over when used with the dungeon wallset. Such that you can even see streaks of light at the end of a dark hallway that disappear depending on how you look at them; [free look angle IIRC].juho wrote:I've overlapped geometry to make sure that lights doesn't bleed from the edges. Some extra geometry here and there isn't as that crucial as saving texture space.
Seems I was a bit confused by Blender's default rendering, which displays both sides of a face. I only looked at some specific models, like the pit type models and wondered why they had geometry on the outside. After looking at other models I realized that something had to be 'wrong'. Ahem. I guess I can safely remove those backside faces from my models now. Sorry for the silly question.juho wrote:Upload some examples so I can give you more precise answer. Most of the geometry is semi-optimized, I've overlapped geometry to make sure that lights doesn't bleed from the edges. Some extra geometry here and there isn't as that crucial as saving texture space.Phitt wrote:While looking at the models I noticed that you have quite a lot of geometry on them which the player will never see. I'm used to removing this kind of geometry from my models as it doesn't serve a purpose in the games I modded (mostly ES games). Is there any reason why it is there? Does it have something to do with SSAO maybe (no shading without geometry on the backsides?)? Or do you have some kind of occlusion culling as part of the engine and left it in just for the heck of it?
Phitt wrote:Since my mine tileset is more or less done until I can fine-tune the details I started working on something else. I call it 'the Wizard's Lair'. Probably needs a lot of manual placement to make it look decent and only really useful for a boss level I guess, but I liked the idea (and my wife wondered why I spent two evenings with texturing and placing books...(though she doesn't even know exactly what texturing is I fear)).
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The marble looks a bit like plastic, but that may be Skyrim's engine or simply the wrong settings. Generally not sure about the textures yet, I may change a few things.
AFAIK not currently.1. Are vertex colors supported?