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Re: Dungeon Editor Progress

Posted: Thu Sep 06, 2012 7:28 pm
by Thels
Indeed, that looks really impressive! :o

Re: Dungeon Editor Progress

Posted: Thu Sep 06, 2012 8:38 pm
by petri
Phitt wrote:Is there any information about an exporter? What program is it for?
Actually we don't provide an exporter, just specs for the file formats so you can write your own exporters for any content creation program.

btw. Nice work!

Re: Dungeon Editor Progress

Posted: Thu Sep 06, 2012 8:53 pm
by Ixnatifual
I wish I had the skill to make cool tilesets like that.

Re: Dungeon Editor Progress

Posted: Fri Sep 07, 2012 7:34 am
by Phitt
Thanks for the nice comments!
petri wrote:
Phitt wrote:Is there any information about an exporter? What program is it for?
Actually we don't provide an exporter, just specs for the file formats so you can write your own exporters for any content creation program.
Ah, ok. Hope there are people around here who can do that. But I guess (hope) it's relatively easy with all the specs available if you know what you're doing, I'm used to looking at helpless (but smart) people trying to reverse engineer and guess all the variables needed to create an exporter for Elder Scrolls games.

And thanks for all the work you're doing by the way, it's really great to see a developer who listens to the fans. Someone asks for a feature, you say 'I'll look into it, but no promises' and a few days later *bam* 'Just added support for what you were asking for'. That's fantastic.

Re: Dungeon Editor Progress

Posted: Fri Sep 07, 2012 9:50 am
by Sol_HSA
Phitt wrote:Ah, ok. Hope there are people around here who can do that. But I guess (hope) it's relatively easy with all the specs available if you know what you're doing, I'm used to looking at helpless (but smart) people trying to reverse engineer and guess all the variables needed to create an exporter for Elder Scrolls games.
From a quick glance the LoG formats are pretty straightforward, so making an exporter shouldn't be difficult for anyone who has ever done such a thing.

Re: Dungeon Editor Progress

Posted: Fri Sep 07, 2012 10:00 am
by SP-0n3
Phitt wrote:
Lmaoboat wrote: It also means there are going to be some very weird Grimrock mods.
Skimpy armor doesn't work very well in Grimrock I'd say. :) But I'm glad there will be a Grimrock Nexus site.

Is there any information about an exporter? What program is it for?

Working on a mine tileset btw, but still need the editor to see what it really looks like and what I need to change/adjust to make it work.

Image
That tileset is the kind of set I've been waiting for someone to create! I hope there's is someone creating the exporter/compiler as soon as possible after release of the Dungeon Editor, because I could definitely use that tileset of yours. :)

Re: Dungeon Editor Progress

Posted: Fri Sep 07, 2012 10:21 am
by ShatteredCiv
Phitt wrote:
Lmaoboat wrote: It also means there are going to be some very weird Grimrock mods.
Skimpy armor doesn't work very well in Grimrock I'd say. :) But I'm glad there will be a Grimrock Nexus site.

Is there any information about an exporter? What program is it for?

Working on a mine tileset btw, but still need the editor to see what it really looks like and what I need to change/adjust to make it work.

Image
What's with the Flame Atronach? What SDK are you modding this in? Skyrim (is there even one released for the game)? Are the texture paks easily transferable?

Re: Dungeon Editor Progress

Posted: Fri Sep 07, 2012 12:19 pm
by Phitt
Sol_HSA wrote: From a quick glance the LoG formats are pretty straightforward, so making an exporter shouldn't be difficult for anyone who has ever done such a thing.
That sounds good. I'm wondering about all the special stuff though, like collision, animations etc. Hope that will be easy to implement as well.
ShatteredCiv wrote: What's with the Flame Atronach? What SDK are you modding this in? Skyrim (is there even one released for the game)? Are the texture paks easily transferable?
That's indeed the Skyrim SDK (called 'Creation Kit', you can download it via Steam if you own the game), I exported the models to Skyrim format and put them in there for testing. The textures (and models) were all done from scratch by me though as using Skyrim assets is out of question for obvious reasons. Except for the Flame Atronach of course, I just put it in for the looks (because it looks somewhat similar to the fire guardian type enemies in Grimrock). The texture format for both games is the same btw (dds), only a few small differences (for example the spec map is the alpha channel of the normal map in Skyrim, whereas in Grimrock it's a separate file). And thank god in Grimrock they don't use terrible, compressed normal maps.

Re: Dungeon Editor Progress

Posted: Fri Sep 07, 2012 2:46 pm
by Komag
I like that mine set as well, could be a situation where there are mines for a couple levels, but then they "break through" to a lower level of some ancient crypt

Re: Dungeon Editor Progress

Posted: Fri Sep 07, 2012 5:45 pm
by dogtown1
there it is baby hell yeah, DarkOne said it,

"LoG NEXUS"

now you can bet some double extra cool modders (like phitt) are gonna get hold of this and produce some very exciting new stuff
this is gonna rock!