Under Dungeon Tile Set - Reaching Compleation

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THOM
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Re: Under Dungeon Tile Set - Reaching Compleation

Post by THOM » Thu Mar 23, 2017 10:04 pm

ahm - it would be nice if you could add a demo dungeon.

Nothing with a storyline or any puzzles - just some kind of exhibition to make it easyer to get an impression of your stuff.

(did that the last hour for pack one...)
Last edited by THOM on Thu Mar 23, 2017 11:53 pm, edited 1 time in total.
THOM formaly known as tschrage
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vanblam
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Re: Under Dungeon Tile Set - Reaching Compleation

Post by vanblam » Thu Mar 23, 2017 11:33 pm

Thats a good idea, I was debaiting on doing that before I released it lol, but I just wanted it done haha.
I do have some parts that might need some explaining, eg: the roofing.

minmay
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Re: Under Dungeon Tile Set - Reaching Compleation

Post by minmay » Fri Mar 24, 2017 12:56 am

Neat! I couldn't resist doing a quick review of the models, I only noticed 2 issues:
- you don't need 4 separate identical ud_12x12_rock_ceiling models just to give them different materials; you can use one model and the "material" field on ModelComponent instead (saves both memory and disk space). Same problem with the curved rock wall models.
- the rigged models (ud_stone_button.model, ud_wall01_sb.model) have entirely flat shading
Grimrock 1 dungeon
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vanblam
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Re: Under Dungeon Tile Set - Reaching Compleation

Post by vanblam » Fri Mar 24, 2017 3:18 am

minmay wrote:Neat! I couldn't resist doing a quick review of the models, I only noticed 2 issues:
- you don't need 4 separate identical ud_12x12_rock_ceiling models just to give them different materials; you can use one model and the "material" field on ModelComponent instead (saves both memory and disk space). Same problem with the curved rock wall models.
- the rigged models (ud_stone_button.model, ud_wall01_sb.model) have entirely flat shading
To be honest I was waiting for it. I'm happy you do that because sometimes I miss things lol.

- The textures, I had a feeling you could do something like that. How do you set that up btw? ( Ill make sure I do that next time)
tho 1 rock has a different uv map, the other 3 share a uv.
- The stone button I knew about, I can't seem to find a good tutorial on how to do animations using the blender plug-in.
I know the old way of doing it, but that causes them to come out all flat shaded. I tried to fix the models but the animations get screwed up.
I will fix it tho :)

To THOM: I have a tutorial dungeon all set up now :)
http://www.nexusmods.com/legendofgrimro ... ile?id=482

minmay
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Re: Under Dungeon Tile Set - Reaching Compleation

Post by minmay » Fri Mar 24, 2017 7:51 am

Code: Select all

defineObject{
	name = "ud_12x12_rock_ceiling_d",
	baseObject = "base_floor_decoration",
	components = {
		{
			class = "Model",
			model = "mod_assets/vb_models/models_under_d/env/ud_12x12_rock_ceiling.fbx",
			staticShadow = true,
			material = "ud_rock_03",
		},
	},
	editorIcon = 256,
	minimalSaveState = true,
	tags = { "VB","Under Dungeon" },
}
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.

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THOM
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Re: Under Dungeon Tile Set - Reaching Compleation

Post by THOM » Fri Mar 24, 2017 3:37 pm

vanblam wrote: To THOM: I have a tutorial dungeon all set up now :)
http://www.nexusmods.com/legendofgrimro ... ile?id=482
Thanks a lot - that's helps much.
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
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Cashpwns
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Re: Under Dungeon Tile Set - Reaching Compleation

Post by Cashpwns » Thu Apr 27, 2017 10:25 pm

So, the pack is indeed complete?

kelly1111
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Re: Under Dungeon Tile Set - Reaching Compleation

Post by kelly1111 » Sun May 13, 2018 4:46 pm

Question about the tileset. Hope vanblam is still around.

When fiddling around with adding this tileset into my mod. I noticed that the wall, floor, and ceiling objects don't have any occluders on them (the alcove has one) ...
don't they need a occluder or am I missing something here?

and would adding the normal dungeon tileset occluders into the definitions work?


(Just for info: I also noticed that the textures alone are around 200 mb in this set, while alot of them arent even used in the objects that are in the set. I managed to trim the size down to about 100 mb, this is including sizing down some of the textures from 2048*2048 to 1024*1024)

kelly1111
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Re: Under Dungeon Tile Set - Reaching Compleation

Post by kelly1111 » Sun May 13, 2018 11:49 pm

Jeeez. I am getting old and senile... already asked this question in 2015 and got an answer from minmay...
Guess ill add occluders to the under dungeon set then... cos they are missing

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AndakRainor
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Re: Under Dungeon Tile Set - Reaching Compleation

Post by AndakRainor » Mon May 14, 2018 12:59 am

Oh and also some surfaces are defined in minimalSaveState objects. So they don't work when you reload the game. You should change their definitions too.

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