Looking for a boat

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quadgamer
Posts: 9
Joined: Thu Oct 16, 2014 9:54 pm

Looking for a boat

Post by quadgamer »

Does anyone have a boat available? I found this site http://tf3dm.com/3d-model/boat-20922.html that has free models but I just started to play with Blender & Grimrock Model Editor and that's going to take a lot of time to learn. It will be a bit easier if I can just download a boat for my mod. Thanks.
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Looking for a boat

Post by minmay »

You can probably adapt some of the free models here for Grimrock.
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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Looking for a boat

Post by AndakRainor »

What do you think about this one ?
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Image

Code: Select all

defineMaterial{
  name = "canoe",
  diffuseMap = "mod_assets/textures/env/canoe.tga",
  normalMap = "assets/textures/env/beach_seaweed_normal.tga",
  specularMap = "assets/textures/env/beach_seaweed_spec.tga",
  doubleSided = false,
  lighting = true,
  alphaTest = false,
  blendMode = "Opaque",
  textureAddressMode = "Wrap",
  glossiness = 10,
  depthBias = 0,
}

defineObject{
  name = "canoe",
  components = {
    {
      class = "Model",
      model = "mod_assets/models/env/canoe.fbx",
    },
    {
      class = "Platform",
    },
    {
      class = "Timer",
      timerInterval = 0.001,
      triggerOnStart = true,
      currentLevelOnly = true,
      onActivate = function(self)
        local t = Time.currentTime()
        local c, s = math.cos(t), math.sin(t)
        self.go:setSubtileOffset(c/10, s/10)
        self.go:setWorldRotationAngles(c, s, s)
      end,
    },
  },
  placement = "floor",
  editorIcon = 100,
  minimalSaveState = true,
}
model and texture files : http://ge.tt/9HPTdWE2
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gambit37
Posts: 218
Joined: Fri Mar 02, 2012 3:40 pm

Re: Looking for a boat

Post by gambit37 »

Very nice, although why are you using the seaweed normal and spec maps on it?
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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Looking for a boat

Post by AndakRainor »

Well no special reason, but the original material had just a diffuse map texture. I don't know how to generate good (and correctly encoded) maps for normals (and specular) so I took what I could !

If some one can teach me or give a link that would be cool ;)
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Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: Looking for a boat

Post by Skuggasveinn »

I made a boat for the Elder of Myrwind Woods mod in Log1, converted it some time ago to log2 textures.
You can grab it here if you want to use it.
http://www.zorglubb.net/grimrock/dropzo ... l_boat.zip
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Image
The good thing about this boat is that its just 160kb and uses textures from the original campaign.

Code: Select all

defineObject{
	name = "sx_small_boat",
	components = {
		{
			class = "Model",
			model = "mod_assets/models/sx_small_boat.fbx",
			--offset = vec(0, 0.22, 0), -- forest water
			offset = vec(0, -0.3, 0), -- beach water
			staticShadow = true,
		},
	},
	placement = "floor",
	editorIcon = 56,
	minimalSaveState = true,
	dontAdjustHeight = true, -- true or false depending on heightmap settings
}
beach water has its offset higher since the waveAmplidude is higher and they can easally cut into the boat.
If you are placing it in calm waters then you can adjust the offset closer.
Never got around to create an animation for it, but feel free to use it if it meets your needs, its 3 tiles long.

best regard.
Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Looking for a boat

Post by minmay »

Idea: instead of making an animation for the boat model, use Component:setOffset() and Component:setRotationAngles() based on Time.currentTime() so that the boat "animates" in sync with the water shader's waves.
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I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Looking for a boat

Post by AndakRainor »

Skuggasveinn wrote:I made a boat for the Elder of Myrwind Woods mod in Log1, converted it some time ago to log2 textures.
Thank you ! Much better for memory usage and good looking too.
minmay wrote:Idea: instead of making an animation for the boat model, use Component:setOffset() and Component:setRotationAngles() based on Time.currentTime() so that the boat "animates" in sync with the water shader's waves.
What do you mean ? I did not see any animation in Skuggasveinn's model, but I added a similar timer component to his object definition as in my previous post (just with rotation angles including facing values that were missing). Also I used gameobject functions instead of component functions to animate, is there any drawback in that ?

I used cos and sin of current time, I don't know if it matches the water animation period, I will check it tonight.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: Looking for a boat

Post by bongobeat »

hello,

I picked this one on tf3dm:
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Image
(it is not the original model, I ve removed a few things on this one)

it use the wood texture from the city wallset

https://www.dropbox.com/s/tw1rpl1uoyj8z ... p.rar?dl=0
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
quadgamer
Posts: 9
Joined: Thu Oct 16, 2014 9:54 pm

Re: Looking for a boat

Post by quadgamer »

Wow. They're all great. Tough decision!
@minmay I'm not that good at coding/scripting. I have big ideas but not enough knowledge. I want to learn more. Especially how to make the models.
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