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Re: EOB: Waterdeep Sewers

Posted: Mon Oct 08, 2012 2:58 pm
by Isaac
Juppstein wrote:By the way Isaac, did you have to lenghten the shaft going down because of the transition animation or was there another reason for that. It looks a bit strange to me but if the animation is the reason then it would be logical.
Yes, the animation is not (yet) controlled, and the party view would noticeably sink into the floor; so I moved the edge back, behind the camera view.

It's an easy alternative to use the original model instead, and swap the pit for a teleporter ~it looks identical to EoB when done that way.

Later on [when it can be animated], it can be re-made to better match the one seen in EoB, and allow ladders placed on the side of hallways without the huge hole to leap over. 8-)
Grimwold wrote:
Isaac wrote:The models are set to use the red brick wall; there are instructions in the zip. To setup ladder on the lower floor, place a Ladder_shaft, teleporter, and Ladder_Up in the cell, and set the scripts; Instructions are in the zip. ;)
Thanks for your reply. I followed all the instructions and set everything up and it works great going up and down... I just have no ladder graphic showing in the lower level. But it still works!
**If that's common to all, then I messed up the script when I packaged it; I will look at it.

*********
Image
I checked it, made a test dungeon with just the zip contents; and it works. You definitely have to place the separate Ladder_Up object on the lower floor.

I think that I will update this later, and make the downstairs shaft match the size of the upstairs pit.

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Posted: Mon Oct 08, 2012 4:04 pm
by SuperSirLink
Really looking forward to seeing this completed! Keep up the excellent work! :)

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Posted: Mon Oct 08, 2012 4:23 pm
by Juppstein
Guys, if you need some smaller stuff to model then I would volunteer for that. I promise my UV maps will be better than this crap job I did on the ladder :oops:

Too bad we do not have some fitting animations in the game or else I could try my hands on a kobold :D We really need some kobolds...and mummies..and...oh my.

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Posted: Mon Oct 08, 2012 4:36 pm
by Darklord
Juppstein wrote: Too bad we do not have some fitting animations in the game or else I could try my hands on a kobold :D We really need some kobolds...and mummies..and...oh my.
YES Kobolds! That's what we need! Nothing brings back memories of the first level of EoB more then Kobolds!

Daniel.

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Posted: Mon Oct 08, 2012 4:52 pm
by Isaac
Count me in for modeling monsters ~just not until after Halloween; that's my day job [Masks]; and I'll be short on time all month.

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Posted: Mon Oct 08, 2012 5:01 pm
by djoldgames
@Jup: Thank you for the nice model, only the working normal maps in GMT we need ;-)

If we use your model, can you make the other side for ceiling? And if it is possible make the pit a bit shorter.
This is my in-game placement of your ladder:
Image

Other choice is using only the ladder model (without pit) in combination with default grimrock pit/shaft model:
Image

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Posted: Mon Oct 08, 2012 5:10 pm
by Batty
I like the one with the standard pit better. Both look great!

There will have to be an EOB awards ceremony with multiple categories after all the versions are done.

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Posted: Mon Oct 08, 2012 5:20 pm
by Darklord
Isaac wrote:Count me in for modeling monsters ~just not until after Halloween; that's my day job [Masks]; and I'll be short on time all month.
Cool masks! I especially like the one with the big eye! :D

Daniel.

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Posted: Mon Oct 08, 2012 5:34 pm
by Komag
WOW, those are absolutely incredible!

Re: EOB: Waterdeep Sewers

Posted: Mon Oct 08, 2012 5:42 pm
by Grimwold
Isaac wrote: Image
I checked it, made a test dungeon with just the zip contents; and it works. You definitely have to place the separate Ladder_Up object on the lower floor.
Please believe me when I say I DID place the ladder_up object.. I work in IT as a network admin, so I'm not that dense.

I re-downloaded everything, created a blank dungeon and added everything for the ladder and still no graphic in the lower floor (though it functions 100%). I'll try the whole thing again on my gaming PC at home as it might be something to do with this heap of junk office PC.

Image
(click to enlarge)