Search found 160 matches
- Wed Jan 22, 2014 4:03 am
- Forum: Modding
- Topic: [Tileset] Town
- Replies: 19
- Views: 16639
Re: [Tileset] Town
Awesome! I'm glad this is released, 98 assets is a lot for people to play with.
- Tue Jan 21, 2014 12:25 pm
- Forum: Grimrock 2 Discussion
- Topic: Sound & music limitations
- Replies: 3
- Views: 4913
Re: Sound & music limitations
agree on .ogg formats.
- Tue Jan 21, 2014 4:00 am
- Forum: Modding
- Topic: [ASSET] - DM SKELETON RAISING FROM COFFIN
- Replies: 68
- Views: 74438
Re: [ASSET] - Surprise by Leki
Awesome! You did it perfectly to DM.
- Mon Jan 20, 2014 12:25 pm
- Forum: Modding
- Topic: [Models] Sci-fi Scenery
- Replies: 71
- Views: 67732
Re: [Models] Sci-fi Scenery
Quick Question: How should I organize the models that later need to be animated? detail: I have a door, and a doorframe as seperate models, I have alcoves, and doors for those alcoves as the same model, and computer console and its buttons as the same model. Should I make every seperate movable part...
- Mon Jan 20, 2014 6:46 am
- Forum: Modding
- Topic: [Models] Sci-fi Scenery
- Replies: 71
- Views: 67732
Re: [Models] Sci-fi Scenery
Nevermind! I got it sorted. To add node segments, just have a seperate object(group) within the same .obj file. Make sure to uncheck "one object group per material", if applicable in your program of choice, when exporting. This fixes most issues related to not enough UVmap space. On a side...
- Mon Jan 20, 2014 3:10 am
- Forum: Modding
- Topic: [Models] Sci-fi Scenery
- Replies: 71
- Views: 67732
Re: [Models] Sci-fi Scenery
All issues with normals have been resolved, as I've found a way to force GMT calculate the way I want it to in most cases. Work continues apace on UVmaps, but it is slow. Quick question: How do I split texture nodes on the same object so I can apply seperate UVmaps to them? This is useful for compar...
- Sun Jan 19, 2014 1:24 am
- Forum: Modding
- Topic: Material issue (normal map)
- Replies: 17
- Views: 12620
Re: Material issue (normal map)
Thank you sir ! Problem solved ! I didn't know I have to do that for new model, I guess I understand why now. But I found nothing about this so because of your help, this day is not a waste ! And about the light in game ? Can you tell me ? Anyway thanks again, now I can continue working :) If I und...
- Sat Jan 18, 2014 11:38 pm
- Forum: Modding
- Topic: Material issue (normal map)
- Replies: 17
- Views: 12620
Re: Material issue (normal map)
have you model->recalculated tangents in GMT?
- Thu Jan 16, 2014 6:42 am
- Forum: Off-topic Discussion
- Topic: new iPad or the iPad mini
- Replies: 6
- Views: 9418
Re: new iPad or the iPad mini
What possible value could this spam even have to anyone? Like, how do you monetize this in such a way that it would even be worth a fraction of a penny to pay for somebody to do?
- Thu Jan 16, 2014 5:19 am
- Forum: Grimrock 1 Discussion
- Topic: Hello all - glad to see the DM spirit lives on
- Replies: 5
- Views: 9997
Re: Hello all - glad to see the DM spirit lives on
Hello! Welcome! There is a small, but active community here. Hop over to the modding forum. There is a DM remake that is pretty well polished. A lot of original work has come out too. There is a lot of potential for the "dungeon master-style interface" beyond just what was actually produce...