Re: [WIP] Grimrock Model Tookit
Posted: Thu Sep 27, 2012 9:04 am
Shh, just pretend they're extra special content made especially for the modding communityjuho wrote:LOL. I totally forgot I did those lanterns
Shh, just pretend they're extra special content made especially for the modding communityjuho wrote:LOL. I totally forgot I did those lanterns
Oh, yeah... So... you're welcome community!Bek wrote:Shh, just pretend they're extra special content made especially for the modding community
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defineObject{
name = "wall_fountain",
class = "Alcove",
anchorPos = vec(0, 1.0, -0.2),
targetPos = vec(0, 1.0, -0.2),
targetSize = vec(0.3, 0.3, 0.3),
model = "assets/models/env/wall_fountain.fbx",
placement = "wall",
replacesWall = false,
editorIcon = 92,
}
Yup, and these your models (lantern, funtain) still contains some strange nodes like Cube, Camera and Directional Lightjuho wrote:LOL. I totally forgot I did those lanterns
Modo puts a camera and a directional light in to the scenes by default (they can of course be deleted though).djoldgames wrote:Yup, and these your models (lantern, funtain) still contains some strange nodes like Cube, Camera and Directional Lightjuho wrote:LOL. I totally forgot I did those lanterns
(use blender for modeling?)
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cloneObject{
name = "dungeon_shop",
baseObject = "dungeon_alcove",
model = "mod_assets/models/env/dungeon_wall_shop.fbx",
}
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defineMaterial{
name = "alcove_shop_keeper",
diffuseMap = "mod_assets/textures/env/alcove_shop_keeper_dif.tga",
specularMap = "mod_assets/textures/env/alcove_shop_keeper_spec.tga",
normalMap = "mod_assets/textures/env/alcove_shop_keeper_normal.tga",
doubleSided = false,
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
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0.1 0 0 0
0 0.1 0 0
0 0 0.1 0