Dungeon Editor Progress

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
isamu
Posts: 55
Joined: Sun Apr 29, 2012 7:33 am

Re: Dungeon Editor Progress

Post by isamu »

petri wrote:I think I've finally nailed how custom assets work. Mods can now contain custom items, monsters, dungeon objects, wall sets, sounds, materials, textures, animations, meshes and models.
HOLY SHIT!!!!!!!!!!! Image Image Image Image


That sounds absolutely BANANAS!!!!!!! Image
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Limba
Posts: 13
Joined: Mon Apr 23, 2012 8:44 pm
Location: Finland - Oulu

Re: Dungeon Editor Progress

Post by Limba »

Jirodyne wrote:The editor just sounds more and more epic! Can we have another sneak peak? Or a rough guess of when it will be done? maybe a few screenshots of what the Beta testers have made so far? :P
Darklord wrote:put a crown on a snail to make him a king snail
King Snail!
Image
Do you have mesh from that king snail?
We wan't it in some dungeon :)
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Jirodyne
Posts: 211
Joined: Sat Jul 21, 2012 6:07 am

Re: Dungeon Editor Progress

Post by Jirodyne »

Limba wrote:Do you have mesh from that king snail?
We wan't it in some dungeon :)
Actually, it's just a random picture I found on Google. But if there was a king snail, it should look like that! xD
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Darklord
Posts: 2001
Joined: Sat Mar 03, 2012 12:44 pm
Location: England

Re: Dungeon Editor Progress

Post by Darklord »

petri wrote:
Darklord wrote:Does this mean people would be allowed to modify/distribute the existing assets?
Let's get back to this subject later. I want to finish coding before we think about the modding & asset usage terms.
More than fair, I'm sure all the fans will appreciate you considering things. :)

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
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Vosla
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Re: Dungeon Editor Progress

Post by Vosla »

Great news! I really like the idea of adding new monsters!

All hail the Snail King!
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Tomm
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Joined: Sat Apr 14, 2012 2:15 pm

Re: Dungeon Editor Progress

Post by Tomm »

I'll totally model that snail king when the editor is out! :)
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Darklord
Posts: 2001
Joined: Sat Mar 03, 2012 12:44 pm
Location: England

Re: Dungeon Editor Progress

Post by Darklord »

Tomm wrote:I'll totally model that snail king when the editor is out! :)
Yay! Good news! :D

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
theruler
Posts: 70
Joined: Sun Apr 15, 2012 11:19 am

Re: Dungeon Editor Progress

Post by theruler »

Here is a free nice model you could start from ;-)
http://www.the3dstudio.com/product_deta ... uct=276286
Snail King of the street!
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Bees
Posts: 84
Joined: Tue Apr 17, 2012 10:37 pm

Re: Dungeon Editor Progress

Post by Bees »

theruler wrote:Here is a free nice model you could start from ;-)
http://www.the3dstudio.com/product_deta ... uct=276286
Snail King of the street!
That costs $15. There's actually another giant snail model that I prefer, which also happens to cost $15. As a bonus, it includes a free copy of the popular game "Legend of Grimrock." :P
SodanKerjuu
Posts: 41
Joined: Wed Apr 11, 2012 5:48 pm

Re: Dungeon Editor Progress

Post by SodanKerjuu »

petri wrote:I think I've finally nailed how custom assets work. Mods can now contain custom items, monsters, dungeon objects, wall sets, sounds, materials, textures, animations, meshes and models. Cinematics and some other smaller things are still missing though.

However I don't think we are going to release and maintain tools for generating meshes and animations in game readable format. The problem is that maintaining these for the gazillion of different content creation tools is a lot of work and would be pretty much a fulltime job for one man. What we could do, however, is to release the specs for the mesh and animation file formats, so that some creative people out there could step out and help the modding community.

How does this sound?
If I have time, I could do a MaxScript exporter and/or .fbx converter for the meshes.
I think your plan is the right one, give us file formats.
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