[DONE] Grimrock Model Tookit

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

Post by Neikun » Wed Sep 26, 2012 12:33 pm

Okay. So I've finally downloaded the thing -but I don't know what I'm doing lol-
I'm trying to use a pullchain model as a button.
It needs a button node on the chain handle.
How would I go about doing that?

While I'm at it, could you provide a step by step process of how you made the mace show up in grimrock?
I tried putting it in as a custom mace, and it doesn't show up on the floor. In an alcove it looks like a white tube.
Last edited by Neikun on Wed Sep 26, 2012 1:11 pm, edited 1 time in total.
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Neikun
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Re: [WIP] Grimrock Model Tookit

Post by Neikun » Wed Sep 26, 2012 12:45 pm

I just realised there are a whole bunch of models in our model folder that weren't in the game. Check out this lantern!
Image
To make it function like a torch holder, simply add this to your objects.lua

Code: Select all

defineObject{
	name = "lantern",
	class = "TorchHolder",
	model = "assets/models/env/wall_lantern.fbx",
	anchorPos = vec(0.05, 1.53, -0.25),
	anchorRotation = vec(0, -20, -90),
	placement = "wall",
	editorIcon = 84,
}
Thanks, AlmostHuman!
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Komag
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Re: [WIP] Grimrock Model Tookit

Post by Komag » Wed Sep 26, 2012 1:25 pm

Neikun wrote: could you provide a step by step process of how you made the mace show up in grimrock?
I tried putting it in as a custom mace, and it doesn't show up on the floor. In an alcove it looks like a white tube.
I'd rather he wait on this until the tool it more mature, so he can use his time on that rather than a tutorial which would only get outdated within a couple days
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Neikun
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Re: [WIP] Grimrock Model Tookit

Post by Neikun » Wed Sep 26, 2012 1:32 pm

A very good point haha
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Tomm
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Re: [WIP] Grimrock Model Tookit

Post by Tomm » Wed Sep 26, 2012 3:10 pm

I tried to import several .obj files on my laptop and it does the same thing as on my desktop. Also tried exporting .obj from blender, importing in meshlab and exporting again. Still the same exception.. :|

Batty
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Re: [WIP] Grimrock Model Tookit

Post by Batty » Wed Sep 26, 2012 4:57 pm

Neikun wrote:I just realised there are a whole bunch of models in our model folder that weren't in the game. Check out this lantern!
Great discovery! Wonder why AH didn't use it? I like it better than the standard torch holder.

There's a ceiling lantern too but I can't get it to hang correctly, it 's floating down a bit. There's also a temple fountain model but I can't find any textures for it.

Code: Select all

defineObject{
	name = "ceiling_lantern",
	class = "LightSource",
	lightPosition = vec(0, 2.4, 0),
	lightRange = 15,
	lightColor = vec(0.35, 0.98, 1.5),
	brightness = 11,
	castShadow = true,
	model = "assets/models/env/ceiling_chain_lantern.fbx",
	particleSystem = "torch",
	placement = "floor",
	editorIcon = 88,
}
Image

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LordGarth
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Re: [WIP] Grimrock Model Tookit

Post by LordGarth » Wed Sep 26, 2012 6:21 pm

I cant seem to figure out how to take a screenshot or where the screenshot is stored.

I want to show my new wallsets.

Thx,

LG
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Batty
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Re: [WIP] Grimrock Model Tookit

Post by Batty » Wed Sep 26, 2012 6:29 pm

LordGarth wrote:I cant seem to figure out how to take a screenshot or where the screenshot is stored.

I want to show my new wallsets.

Thx,

LG
I just use print screen then paste into paint or if you're in Steam, hit F12.
Last edited by Batty on Wed Sep 26, 2012 6:42 pm, edited 1 time in total.

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Komag
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Re: [WIP] Grimrock Model Tookit

Post by Komag » Wed Sep 26, 2012 6:30 pm

you can also try FRAPS, very easy with that
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Isaac
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Re: [WIP] Grimrock Model Tookit

Post by Isaac » Wed Sep 26, 2012 6:38 pm

Komag wrote:you can also try FRAPS, very easy with that
Fraps will also do video, and the demo is free. I use this program quite often.

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