[MOD] Eye of the Beholder: Waterdeep Sewers

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Xombium
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Xombium » Sun Jan 13, 2013 9:21 am

They drain and grate look very good. However I would definitely make the drain pipe black in the back, or whatever you would need to do to give it the effect that the drain comes from far enough back that light can't reach. It looks just like more wall back there, kinda like there's just a circular hole several inches into the wall for some reason. Also, if you could make the grate bars bow out a little bit. Thatt'd be righteous.

Not trying to knock any of it. It's great stuff, just my 2 cents. (:

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Wanderer
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Location: Lyramion / Twinlake :)

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Wanderer » Mon Jan 14, 2013 12:51 am

Everything looks very good and exactly like in the original game, since I have an (Amiga)Emulator I can compare the old games with the mods (like I do the same when I modding AP2).
Love it. Cant wait to play the Remake of this great game.
My first LoG-Mod: Abandoned Places 2

limner
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by limner » Mon Jan 14, 2013 3:23 pm

wonderful work!

but with all this work done so good, why did you choose to use the original (except for the colors and some stains) Grimrock ceiling?
Why didn't you choose to make a ceiling like the original, without blocks?

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djoldgames
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by djoldgames » Mon Jan 14, 2013 3:52 pm

limner wrote:wonderful work!

but with all this work done so good, why did you choose to use the original (except for the colors and some stains) Grimrock ceiling?
Why didn't you choose to make a ceiling like the original, without blocks?
Thanks limmer,
but can you give me little explanation what do you mean with the "ceiling like the original" or "grimrock ceiling"? Don't undestand... ;-(

limner
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by limner » Mon Jan 14, 2013 4:31 pm

In the original eye of tre beholder the floor and the ceiling looks like the same while in grimrock the ceiling is divided in squared blocks

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djoldgames
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by djoldgames » Mon Jan 14, 2013 5:00 pm

limner wrote:In the original eye of tre beholder the floor and the ceiling looks like the same while in grimrock the ceiling is divided in squared blocks
Aha, sorry for for understanding...

It's not possible for me to create "flat" ceiling with texture oriented in one direction like the wall, because of:
In the original EOB is ceiling oriented "to the player's" view, so is always rotated at party rotation. I can try to make a special seamless "square" texture, which looks identical from any view. If I used texture like the wall (like the original) it will look different from north/south and east/west direction.
And next problem is random positioning of the ceiling object in Grimrock engine...

hyteria
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by hyteria » Mon Jan 14, 2013 5:03 pm

maybee this can help If you look in your wall set's .lua file, you will find "randomFloorFacing = true,". You can change true to false

limner
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by limner » Tue Jan 15, 2013 12:22 am

i think that would be normal if the ceiling would look different if the party rotate, so i don't think that would be a problem, but i think that the flat ceiling from EOB if more beautiful than the grimrock one.

But what do you mean with the "random object" in the ceilings?

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djoldgames
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Flat ceiling

Post by djoldgames » Tue Jan 15, 2013 6:43 pm

First try to create "flat" ceiling like an original EOB one, using modified wall texture.

Flat version:
Image

Version with beams for comparison:
SpoilerShow
Image

limner
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by limner » Tue Jan 15, 2013 7:49 pm

oh my God......WOW!

Without beam!
the first "flat" version is really awesome!!!!

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