[DONE] Grimrock Model Tookit

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Bucnasti
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Re: [WIP] Grimrock Model Tookit

Post by Bucnasti » Mon Sep 24, 2012 2:12 am

This is great!

I was able to switch the skins on monster models, so now I have red and green scavengers! This gives me so many more options. Thank you.

Some initial feedback:
The controls in the 3d view way sensitive, it's easy to zoom in or out too far or pan the model right off the screen and not be able to find it again.

Looking forward to updates.
Thanks again.

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Shloogorgh
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Re: [WIP] Grimrock Model Tookit

Post by Shloogorgh » Mon Sep 24, 2012 2:24 am

Thank you so much for releasing this early version!

I can confirm that it works as I successfully reskinned the orb of radiance with a green version and a white version, so it's all good!

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Neikun
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Re: [WIP] Grimrock Model Tookit

Post by Neikun » Mon Sep 24, 2012 2:44 am

Next we should work on a repository for custom skins.
Would the Nexus be appropriate?
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth » Mon Sep 24, 2012 2:59 am

@Bucnasti: Wow, you got that working quickly! :D Note taken about the panning sensitivity - I might make it much lower and then have a modifier key (like shift) to make it faster. Thanks for the feedback!

@Shloogorgh: Great to hear that it works for you. Good to know both the installer and the app seem to work ok when not on a developer machine (I've not messed up the dependencies or anything!).

@Neikun: Hehe, a good idea. I don't know what the rules are re: asset distribution, but I'm sure Petri will let you know - he doesn't appear to sleep and is on the forums very frequently! :lol:
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.

Bucnasti
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Re: [WIP] Grimrock Model Tookit

Post by Bucnasti » Mon Sep 24, 2012 3:08 am

Green Ice Lizards are go!
Image

Oh and I don't know if it's even possible with the way the files are setup, but a future feature I'd like to see is changing the scale of the models. I'd like to be able to have things like smaller spiders or tiny ogres.

Batty
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Re: [WIP] Grimrock Model Tookit

Post by Batty » Mon Sep 24, 2012 6:38 am

This is great!

When I open the monster models in the toolkit, I can see them & rotate/pan them but they're about 2mm in size. Is there a zoom?

However, all the items open full size.

Wait a minute, mouse wheel is zooming but monsters still don't get as large as items.

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antti
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Re: [WIP] Grimrock Model Tookit

Post by antti » Mon Sep 24, 2012 6:43 am

This is awesome, thanks. :)
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Montis
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Re: [WIP] Grimrock Model Tookit

Post by Montis » Mon Sep 24, 2012 11:00 am

Bucnasti wrote:Oh and I don't know if it's even possible with the way the files are setup, but a future feature I'd like to see is changing the scale of the models. I'd like to be able to have things like smaller spiders or tiny ogres.
This please!
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antti
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Re: [WIP] Grimrock Model Tookit

Post by antti » Mon Sep 24, 2012 11:47 am

Montis wrote:
Bucnasti wrote:Oh and I don't know if it's even possible with the way the files are setup, but a future feature I'd like to see is changing the scale of the models. I'd like to be able to have things like smaller spiders or tiny ogres.
This please!
This could be kinda difficult with the animations. For example, the walk animations would still need to span the distance between the tiles so scaling down wouldn't work with moving monsters.
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Montis
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Re: [WIP] Grimrock Model Tookit

Post by Montis » Mon Sep 24, 2012 12:04 pm

True. :cry:

Could still be useful for static things though like items and other objects.
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