Looking for proper asset

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Orace
Posts: 63
Joined: Tue Jul 04, 2017 6:45 pm
Location: Italy

Looking for proper asset

Post by Orace » Sun Sep 03, 2017 8:25 pm

hi guys, first of all, sorry all for my english :mrgreen: i'll try to explain the best i can...

I'm looking for a specific asset i have seen inside a mod: i need it to create the interior of a wooden ship, a very big ship...

I used Bongobeat's assets (shipwreck) to craft the hull, now i need doors for interiors. I've seen them inside the mod "It's a Ctrap!!" by Granamir: the door is some sort of single central door, not squared but with an arch top side, all wooden, door, walls and floor, like a complete set. They are in the sunken ship submerged area.

screen:
SpoilerShow
I already asked him but he made the mod years ago and didn't remember the name of the asset, he just gave me some names of people he used assets to make it:

Skuggasveinn
Phitt
Eleven warrior
Mysblade
Batty

Please, if you recognize this asset, can you tell me the name? Thanks in advance

Regards
Orace

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THOM
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Re: Looking for proper asset

Post by THOM » Sun Sep 03, 2017 10:14 pm

I think it's an asset from the LoG1 sx_townset pack. Re-textured - you won't find exactly that way.
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download

Orace
Posts: 63
Joined: Tue Jul 04, 2017 6:45 pm
Location: Italy

Re: Looking for proper asset

Post by Orace » Mon Sep 04, 2017 7:44 pm

THOM wrote:I think it's an asset from the LoG1 sx_townset pack. Re-textured - you won't find exactly that way.
Hi THOM thanks a lot for your answer, I searched the web for the set you mentioned and i found a reference to "Skuggasveinn" town tileset.

I downloaded it but, as you said, i found the door, but with stone blocks around, not wood...maybe someone really re-textured it.

Screen
SpoilerShow
Well it's exactly the same door, no doubts...i hope someone can recognize the author and point me to the proper asset with re-textured door :) thanks again!

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Skuggasveinn
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Re: Looking for proper asset

Post by Skuggasveinn » Mon Sep 04, 2017 7:45 pm

Looks like a door I made for LoG1.
Are you looking for a functioning door or just a "prop" on a wall that looks like a door ?

Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.

Orace
Posts: 63
Joined: Tue Jul 04, 2017 6:45 pm
Location: Italy

Re: Looking for proper asset

Post by Orace » Mon Sep 04, 2017 9:30 pm

Skuggasveinn wrote:Looks like a door I made for LoG1.
Are you looking for a functioning door or just a "prop" on a wall that looks like a door ?

Skuggasveinn.
Hi Skuggasveinn, nice to hear from you :D, as THOM suggested, i searched through your assets but didn't find the wooden door i was looking for (the first picture), i found the same door but for stone bricks walls (second picture) and yes i need a functional door, i need to open and close it and pass through.

Maybe the door is there and i didn't see it? :oops: i downloaded your assets from nexus.

Waiting for your reply :)

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THOM
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Re: Looking for proper asset

Post by THOM » Mon Sep 04, 2017 11:48 pm

No - the door you are looking for is not there. As I said - the wooden door is re-textured. Someone (Granamir?) gave the model a new texture. Or a new skin, if you want.

I did the same thing with exactly that door, too. But I just needed a door-prop at the wall - so my one has no functionality.

You can change the texture of a model by yourself with Johns Grimrock Model Toolkit (GMT). And also with Blender of course.
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download

Orace
Posts: 63
Joined: Tue Jul 04, 2017 6:45 pm
Location: Italy

Re: Looking for proper asset

Post by Orace » Tue Sep 05, 2017 7:16 pm

Oh, graphic is not my strong suit :oops: , ahahah, i go for the coding :lol:

Well i'll go forward, maybe now i can use that stone door from Skuggasveinn's assets and think about it at the end.

Thanks a lot for helping me guys, I hope to show you my project someday :)

Regards
Orace

bongobeat
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Location: France

Re: Looking for proper asset

Post by bongobeat » Sat Sep 09, 2017 9:31 pm

Hi there,

why don't you use Skuggasveinn's door from the winter tileset?

It is the 'remake' for grimrock 2 of the grimrock 1's town door, that can be opened.

it's the small door that you can see on this picture:
SpoilerShow
Image
and the asset pack:

viewtopic.php?f=22&t=9584
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

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Skuggasveinn
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Re: Looking for proper asset

Post by Skuggasveinn » Wed Sep 13, 2017 1:30 am

I made two doors, seeing that the one in the urban town is higher then a 1 square, they have the dungeon wall texture for the frame but that can be changed to wooden one or any other one.
I think it was Minmay that cleaned up the logic for collision and clickables (code comes from the ORRR3), and removed the need to place hidden buttons and stuff.

Image

Image

you can get the doors here
http://www.zorglubb.net/grimrock/dropzo ... ngDoors.7z

kind regards.
Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.

bongobeat
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Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: Looking for proper asset

Post by bongobeat » Wed Sep 13, 2017 8:14 am

This is nice! thank you for sharing!
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

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