Search found 160 matches

by BuzzJ
Mon Jan 14, 2013 7:51 pm
Forum: Modding
Topic: [Models] Captivated by Captive
Replies: 58
Views: 21188

Re: [Models] Captivated by Captive

Sorry, I figured it out!

In the materials tab, point diffuse to your diffuse.dds in the textures folder, then type the name as it is in the materials.lua

wow, i feel dumb; that's actually very straightforward.
by BuzzJ
Mon Jan 14, 2013 7:45 pm
Forum: Modding
Topic: [Models] Captivated by Captive
Replies: 58
Views: 21188

Re: [Models] Captivated by Captive

okay, i created my material into the custom dungeon's material.lua folder according to that tutorial, allong with the .dds files in the right place defineMaterial{ name = "CaptiveWall001", diffuseMap = "mod_assets\textures\CaptiveWall001Diffuse.tga", specularMap = "mod_assets\textures\CaptiveWall001...
by BuzzJ
Mon Jan 14, 2013 5:10 pm
Forum: Modding
Topic: [Models] Captivated by Captive
Replies: 58
Views: 21188

Re: [Models] Captivated by Captive

Thanks for responding DJ, I was wondering if you could elaborate on this part "- set the material if it's necessary", everything else is clear. I have working texture in Blender, but it doesn't show up in Toolkit no matter what i set in the materials tab. Could you provide clearer detail on this ste...
by BuzzJ
Mon Jan 14, 2013 2:47 pm
Forum: Modding
Topic: [Models] Captivated by Captive
Replies: 58
Views: 21188

Re: [Models] Captivated by Captive

Now I'm just having a bit of trouble figuring out hoe to use the model toolkit to properly import the model... Anybody know where I could look for help on the subject?
by BuzzJ
Mon Jan 14, 2013 2:33 pm
Forum: Modding
Topic: [Models] Captivated by Captive
Replies: 58
Views: 21188

Re: [Models] Captivated by Captive

Okay, so after a long time I managed to get a proper UVmap around the wall. Then as a test I slapped a basic texture on it.
SpoilerShow
Image
I also did meshes for a light and a power outlet do-dads. Working on UVmapping those.
by BuzzJ
Sun Jan 13, 2013 3:25 pm
Forum: Modding
Topic: [Models] Captivated by Captive
Replies: 58
Views: 21188

Re: [Models] Captivated by Captive

wow. I just realized that it was possible that there are people out there that hadn't heard of Captive. It was epic in so many ways. And it is probably still the most technically complex dungeon crawler to date. here is a youtube link to a video of it in play http://www.youtube.com/watch?v=mFfPgZOyl...
by BuzzJ
Sun Jan 13, 2013 9:00 am
Forum: Modding
Topic: [Models] Captivated by Captive
Replies: 58
Views: 21188

Re: [Models] Captivated by Captive

I would do that, but how do i use dropbox to share things?

oh, nevermind, here we go

https://www.dropbox.com/sh/ag4xl1h5lhwnmwt/zckRTIDI4k

just take the .obj files
by BuzzJ
Sun Jan 13, 2013 8:19 am
Forum: Modding
Topic: [Models] Captivated by Captive
Replies: 58
Views: 21188

[Models] Captivated by Captive

_____________________________ UNFINISHED BUT FINAL RELEASE http://www.nexusmods.com/grimrock/mods/358/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fgrimrock%2Fajax%2Fmoddescription%2F%3Fid%3D358%26preview%3D&pUp=1 _____________________________ Hello all, After I got to taking a look at Grimrock's a...
by BuzzJ
Sat Jan 12, 2013 4:40 pm
Forum: Modding
Topic: [Help} Exporting walls into an editable model and importing
Replies: 3
Views: 972

Re: [Help} Exporting walls into an editable model and import

Thanks, that's helpful. I was trying to figure out how to unpack the .dat; asset pack is easier.
by BuzzJ
Sat Jan 12, 2013 4:25 pm
Forum: Modding
Topic: [Help} Exporting walls into an editable model and importing
Replies: 3
Views: 972

[Help} Exporting walls into an editable model and importing

Hello all, I'm almost positive this is a question that has been asked many times before, but I'm having trouble finding a recent thread that lays this out clearly. I want to export some of the existing walls so that I can get a look at the dimensions necessary to make a full tileset of my own. Could...