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neo-goth industrial set and more

Posted: Wed Mar 11, 2015 2:55 am
by odinsballs
UNTILL FURTHER NOTICE PROJECT ON HOLD DUE TO RECONSTRUCTION

Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 8:51 am
by Granamir
hi
u can use: http://postimage.org/ or any other image hosting site.
Btw i suggest to make smaller images, 90 MB for 3 images is really really too much.
Best if u keep around 100 KB, or less, per image (but it depends on details u need to show).

Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 10:07 am
by minmay
Even unfinished, this is more impressive than any custom LoG1 or LoG2 wallset that I know of. I love the random spikes on the roofs. Also, thank you for remembering that occluders exist; from reading these forums I was beginning to think I was the only person who did. I'm sure there are a lot of people who would use this set, there are some parts that I'm interested in using myself.

A few issues I noticed; you're probably already aware of most of these:
- the huge mushroom objects and the doorway need ItemConstrainBoxComponents so that players cannot place items inside them
- the doorway and huge mushrooms can also clip with the camera if the party moves next to them facing certain directions, but obviously this is not fixable without compromising the models...
- the trees, plants, ivy, mushrooms, etc. should really have animations like almost all of LoG2's native plants do, but you want to finalize the models before doing that of course.
- there's a spot in the ob_forest_groundcover_ivy_01 model that has nasty clipping; go to 12, 25, face the wall, and use free-look to look down, it will be in the middle of the screen
- by Grimrock standards the textures seem awfully low-resolution in most places, particularly the ivy and most of the walls...of course, file size and memory usage is an issue. Sigh...
- the lighting on your trees is a bit dark; in Grimrock 2 most trees/plants/etc have tweaked normals on their flat faces so that they're brighter. bitcpy's Blender script could be of interest here: it has a feature that makes getting decent results with this very easy. (Blender doesn't really support custom normals itself.) Double-sided materials are also really only lit properly from one side in general, so if you have a material that's going to be seen in detail from both sides you may want to make the model double-sided instead. This would be a good idea for the brown stuff hanging from the trees, it looks REALLY dark from one side.

Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 10:49 am
by Duncan1246
Hi,
I like the general look of your assets, especially the architecture. I am not a model-maker, so my remark could be silly, but texture of the wall seems to be half iron/half dark wood. If it isn't intentionnal, perhaps some reflections have to be added?
Cheers
Duncan

Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 5:37 pm
by odinsballs
minmay wrote:Even unfinished, this is more impressive than any custom LoG1 or LoG2 wallset that I know of. I love the random spikes on the roofs. Also, thank you for remembering that occluders exist; from reading these forums I was beginning to think I was the only person who did. I'm sure there are a lot of people who would use this set, there are some parts that I'm interested in using myself.

A few issues I noticed; you're probably already aware of most of these:
- the huge mushroom objects and the doorway need ItemConstrainBoxComponents so that players cannot place items inside them
- the doorway and huge mushrooms can also clip with the camera if the party moves next to them facing certain directions, but obviously this is not fixable without compromising the models...
- the trees, plants, ivy, mushrooms, etc. should really have animations like almost all of LoG2's native plants do, but you want to finalize the models before doing that of course.
- there's a spot in the ob_forest_groundcover_ivy_01 model that has nasty clipping; go to 12, 25, face the wall, and use free-look to look down, it will be in the middle of the screen
- by Grimrock standards the textures seem awfully low-resolution in most places, particularly the ivy and most of the walls...of course, file size and memory usage is an issue. Sigh...
- the lighting on your trees is a bit dark; in Grimrock 2 most trees/plants/etc have tweaked normals on their flat faces so that they're brighter. bitcpy's Blender script could be of interest here: it has a feature that makes getting decent results with this very easy. (Blender doesn't really support custom normals itself.) Double-sided materials are also really only lit properly from one side in general, so if you have a material that's going to be seen in detail from both sides you may want to make the model double-sided instead. This would be a good idea for the brown stuff hanging from the trees, it looks REALLY dark from one side.
first of...thanks for the kind words.., nice to hear that people like it so far. and now for some of the verry valid points u brought up:

- the mushroom and gateway indeed clip at some points (due to size), the gateway and mushroom model are subject to possible minor
size changes anyway, as for object blocking...how's it done?....adding a block objects component or something similar?, cuz im not all that skilled at advanced scripting (only most basic stuff :oops: )

-as for tree animation, im sorry at this point im nowhere even skilled enough to pull that off, tried animation stuff a few times but ended up turning green and spin my head 360 degree in a manner that would give linda blair a run for the money :oops:
so that's still a bit of (if i ever manage to grasp even the most basic concept of animation that is), and unfortunately im no leki sir...nope oh if i only had half his skill i''d be set ;) ;) ;) :lol:

-the clipping of groundcover is propably due to me double placing two models wrongly, propably the main ivy patch and one of its variations crossing path's in a bad way.

-texture size: yup indeed low on some models, so i usually spend a lot of time browsing about for better /more high res replacements
and the foliage part of these plugins is gonna be subject to some texture changes soon (again ;) )

as faith would have it i never managed to get to terms with blender (im a bit of an oddball that way :oops: , but seeing how most stuf is being done by folk's with blender, i''ll realy just have to dig back into it), bassically i know barely enough to make these thing's in 3dsmax, then shlepp em over into nifscope in order to diddle its normals and edit uv maps, port to obj. toss it in log 1 modtool for obj. to model. format. and all texture manipulation is done with paint net (freeware), and custom normal''s and such are generated/made with crazybump (free demo version)

- yes the whole doublesided darkened texture thing is something im constantly trying to beat, i did notice though that this might also be partially ambient occlusion dependant (not that the whole doublesided concept isn''t true, cuz yer right on that), but i did notice that turning down ambient occ in menu does fix some of the more darker textures being rendered to dark (absence of occlusion map for texture''s mayhap''s?)

- and finally yes...occluders.....occlude everything possible would be my advice, have been seeing performance shift upward with every bit one occludes drastically, in most cases i just try to almost completely box occlude most non flat model''s, and for thing''s like the see through windows i used a double sided occluder wit an square opening in centre for un occlude see through functionality...so yes...occluders...love em...they awesome and a modders best buddy imo
hell im even going to try and occlude most of the foliage (wich should be tricky but not impossible)

so thanks for the feed back...usefull stuff right there :)
(too bad they changed anim format, i still have the heretic and the wych character that went with the Original version of this wallset, but cant get em scripted/ported right :cry:

i''ll soon drop a link for some of the actuall assets to be downloaded and tested, for better flaw exposure so to speak so im back off to diddle some more models and fix some stuff (about 6 factory machines that still need occluders 8-)

greetings and kind regards...ob

Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 5:47 pm
by odinsballs
Duncan1246 wrote:Hi,
I like the general look of your assets, especially the architecture. I am not a model-maker, so my remark could be silly, but texture of the wall seems to be half iron/half dark wood. If it isn't intentionnal, perhaps some reflections have to be added?
Cheers
Duncan
thanks, and glad u like it so far as for the Wall's u are referring to i suspect u mean the metal/bolted stripes on factory Wall's, since most of the factory walls are based on rusted materials, that might explain the mix up, also some textures may end up subject to replacement, but in general the factory parts are looking as i had intended, (but textures are easily replaced in log1 mod tool, so i might toss in some variations, as a separate plugg in :)
greetings and kind regards...ob

Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 6:08 pm
by odinsballs
Granamir wrote:hi
u can use: http://postimage.org/ or any other image hosting site.
Btw i suggest to make smaller images, 90 MB for 3 images is really really too much.
Best if u keep around 100 KB, or less, per image (but it depends on details u need to show).
thanks granamir, very usefull link, and picture fuzz all sorted and pix are up...yay! :D
kind regards...ob

Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 6:35 pm
by Drakkan
really interesting contrast of grass / tech buildings. I overall definitely like it. I can imagine places where this could be used. ALso I would really welcome if you should somehow change overall size of all textures / models , so the asset will be like 30mb max (if you check for example winter tileset from SKugg, it has only 20mb). I am not sure if possible because of all that new objects... low-textures are definitely fine for me from this view.

What are planning next with this mod and will it be released soon ? I think you have already invest lots a work in it, so it would be pitty to let it go.
D.

Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 6:48 pm
by minmay
odinsballs wrote:as for object blocking...how's it done?....adding a block objects component or something similar?, cuz im not all that skilled at advanced scripting (only most basic stuff :oops: )
An ItemConstrainBoxComponent defines a box that prevents the player from placing items inside it. For example, the definition of forest_ruins_arch has two, which prevents players from placing items inside its two pillars:

Code: Select all

defineObject{
	name = "forest_ruins_arch",
	baseObject = "base_wall_decoration",
	components = {
		{
			class = "Model",
			model = "assets/models/env/forest_ruins_arch.fbx",
			staticShadow = true,
		},
		{
			class = "ItemConstrainBox",
			name = "cbox1",
			size = vec(0.7, 3, 0.7),
			offset = vec(-1.5, 1.5, 0),
			--debugDraw = true,
		},
		{
			class = "ItemConstrainBox",
			name = "cbox2",
			size = vec(0.7, 3, 0.7),
			offset = vec(1.5, 1.5, 0),
			--debugDraw = true,
		},
	},
	minimalSaveState = true,
}
odinsballs wrote:-as for tree animation, im sorry at this point im nowhere even skilled enough to pull that off, tried animation stuff a few times but ended up turning green and spin my head 360 degree in a manner that would give linda blair a run for the money :oops:
so that's still a bit of (if i ever manage to grasp even the most basic concept of animation that is), and unfortunately im no leki sir...nope oh if i only had half his skill i''d be set ;) ;) ;) :lol:
This type of animation is actually pretty easy - I have no artistic training whatsoever and even I was able to do it. Take a look at assets/models/env/forest_oak.model and assets/animations/env/forest_oak_idle.animation; all it takes is a few bones moving in elliptical loops. Skuggasveinn recently posted a tutorial for animation tailored to Grimrock 2, it uses Blender but the process in 3ds Max should basically be the same.
odinsballs wrote:as faith would have it i never managed to get to terms with blender (im a bit of an oddball that way :oops: , but seeing how most stuf is being done by folk's with blender, i''ll realy just have to dig back into it), bassically i know barely enough to make these thing's in 3dsmax, then shlepp em over into nifscope in order to diddle its normals and edit uv maps, port to obj. toss it in log 1 modtool for obj. to model. format. and all texture manipulation is done with paint net (freeware), and custom normal''s and such are generated/made with crazybump (free demo version)
3ds Max has builtin support for custom normals so you don't need to learn Blender. I mentioned the plugin only in case you were using Blender because Blender has no native support for custom normals whatsoever that I know of.
odinsballs wrote:so thanks for the feed back...usefull stuff right there :)
(too bad they changed anim format, i still have the heretic and the wych character that went with the Original version of this wallset, but cant get em scripted/ported right :cry:
The Blender script I linked actually supports importing LoG1 animations, so you can convert them pretty easily. I haven't tried it for all animations but it seems to work. And you don't need to know anything about Blender to use it for that, just import and then export.

Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 8:35 pm
by odinsballs
minmay wrote:
odinsballs wrote:as for object blocking...how's it done?....adding a block objects component or something similar?, cuz im not all that skilled at advanced scripting (only most basic stuff :oops: )
An ItemConstrainBoxComponent defines a box that prevents the player from placing items inside it. For example, the definition of forest_ruins_arch has two, which prevents players from placing items inside its two pillars:

Code: Select all

defineObject{
	name = "forest_ruins_arch",
	baseObject = "base_wall_decoration",
	components = {
		{
			class = "Model",
			model = "assets/models/env/forest_ruins_arch.fbx",
			staticShadow = true,
		},
		{
			class = "ItemConstrainBox",
			name = "cbox1",
			size = vec(0.7, 3, 0.7),
			offset = vec(-1.5, 1.5, 0),
			--debugDraw = true,
		},
		{
			class = "ItemConstrainBox",
			name = "cbox2",
			size = vec(0.7, 3, 0.7),
			offset = vec(1.5, 1.5, 0),
			--debugDraw = true,
		},
	},
	minimalSaveState = true,
}
odinsballs wrote:-as for tree animation, im sorry at this point im nowhere even skilled enough to pull that off, tried animation stuff a few times but ended up turning green and spin my head 360 degree in a manner that would give linda blair a run for the money :oops:
so that's still a bit of (if i ever manage to grasp even the most basic concept of animation that is), and unfortunately im no leki sir...nope oh if i only had half his skill i''d be set ;) ;) ;) :lol:
This type of animation is actually pretty easy - I have no artistic training whatsoever and even I was able to do it. Take a look at assets/models/env/forest_oak.model and assets/animations/env/forest_oak_idle.animation; all it takes is a few bones moving in elliptical loops. Skuggasveinn recently posted a tutorial for animation tailored to Grimrock 2, it uses Blender but the process in 3ds Max should basically be the same.
odinsballs wrote:as faith would have it i never managed to get to terms with blender (im a bit of an oddball that way :oops: , but seeing how most stuf is being done by folk's with blender, i''ll realy just have to dig back into it), bassically i know barely enough to make these thing's in 3dsmax, then shlepp em over into nifscope in order to diddle its normals and edit uv maps, port to obj. toss it in log 1 modtool for obj. to model. format. and all texture manipulation is done with paint net (freeware), and custom normal''s and such are generated/made with crazybump (free demo version)
3ds Max has builtin support for custom normals so you don't need to learn Blender. I mentioned the plugin only in case you were using Blender because Blender has no native support for custom normals whatsoever that I know of.
odinsballs wrote:so thanks for the feed back...usefull stuff right there :)
(too bad they changed anim format, i still have the heretic and the wych character that went with the Original version of this wallset, but cant get em scripted/ported right :cry:
The Blender script I linked actually supports importing LoG1 animations, so you can convert them pretty easily. I haven't tried it for all animations but it seems to work. And you don't need to know anything about Blender to use it for that, just import and then export.
wooot! thanks once more for the info and code...should be enough for me to figure out, gues i just have to adjust specific data on model and offset of the constraint box
and i definately musy check out the whole blender thingy cuz leki's ghoul, the heretic and the wych (from dead steamhulk project from log1) as well as the slugomorg also by leki. are all sitting on me hd now unused, (wich is bad cuz the heretic and wych that i designed and leki brought to life so fancy were actually tailormade for this kind of set)
anyhoo..looks like i have my homework set up for me for the next few hours...off to expand my skillset then... 8-)