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Re: Dungeon Editor Progress
Posted: Fri Sep 07, 2012 7:03 pm
by dogtown1
(fun with Phitt's tileset and gimp)
Re: Dungeon Editor Progress
Posted: Fri Sep 07, 2012 7:06 pm
by Gotcha!
Where is that creep in the back from? The tall one in the alcove.
He reminds me of the monster in my closet.
Re: Dungeon Editor Progress
Posted: Fri Sep 07, 2012 7:11 pm
by Batty
I know the two in the back!
Re: Dungeon Editor Progress
Posted: Fri Sep 07, 2012 7:13 pm
by Bees
Batty wrote:I know the two in the back!
You know Steve and Barry? What a small world!
Re: Dungeon Editor Progress
Posted: Fri Sep 07, 2012 7:14 pm
by dogtown1
2 of them including the "closet monster" are from the "Witcher" game, the very talented CDprojekt has given the okay to use assets from the game in mods as long as not for profit
I hope its possible to actually see some of those guys can be rigged to a LoG creature skeleton
Re: Dungeon Editor Progress
Posted: Fri Sep 07, 2012 7:29 pm
by DarkRagnar
I am yet another person that would love to get my grubby mitts on your textures Phitt. I look forward to all the community assets in the following months and the collaborations between mappers/modders!
Here is to hoping there aren't any limitations to the "decorative objects" workaround for multiple tilesets in the same level. Worse comes to worse they can be used for map transitions near stairs.
I will also tip my hat to Half-Life 1 for exposing lots of people to modding. Anything is possible.
Re: Dungeon Editor Progress
Posted: Fri Sep 07, 2012 7:53 pm
by Gotcha!
Strange. I played both Witcher games and can't recall them.
Must have blocked them out of my mind. x) Ugly freaks.
Re: Dungeon Editor Progress
Posted: Fri Sep 07, 2012 8:22 pm
by Batty
....
Re: Dungeon Editor Progress
Posted: Fri Sep 07, 2012 8:34 pm
by pulpum
so we can use them as monsters on npc in grimrock?
Re: Dungeon Editor Progress
Posted: Sat Sep 08, 2012 12:19 am
by ShatteredCiv
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.[/quote]
Thanks for the reply - it looks good!