Bongobeat assets

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bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Bongobeat assets

Post by bongobeat »

Versions:
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V1.0 Added a pack that contains lots of things and almost everything that was listed in this thread.
V1.1 Added an inside ship tileset and a dwarf tileset.
V1.2 Added an outside ship, most better to be used as a starting place in a mod.
V1.3 Added 2 doors for the inside ship tileset : a classic one and Skuggasveinn's swinging door from the Winter tileset (without stone and dungeon texture).
V1.3b Added 2 other swinging doors for the inside ship tileset : Kindly given by Skuggasveinn, which are more practical
V1.4 Added palace marble and wood tileset (castle style tileset).
V1.41 Reworked stables, church and toilet models, to use LOG 2 textures or town tileset textures.
Removed a couple of textures.
Retextured duke throne by something better.
My Asset Pack:
This pack contains my own town tileset conversion, the dwarf tileset and some outdoor assets, including the bridge stuff, that is showed in this thread:
http://www.grimrock.net/forum/viewtopic ... 22&t=14540

Asset pack link:
https://www.dropbox.com/s/rg2a5bh1gl9pd ... t.rar?dl=0
https://www.nexusmods.com/legendofgrimr ... escription

Castle Large Windows
https://www.dropbox.com/s/a5e1hjnalqjou ... e.rar?dl=0
Preview:
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Tron-Like Tileset:
https://www.dropbox.com/s/5q0krzgpcirj1 ... n.rar?dl=0
Thread link:
http://www.grimrock.net/forum/viewtopic ... 22&t=18642
Screens:
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Palace tileset:
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The bridge (can be used outside or inside - Log 2 models)
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This is the background hills with ... real trees, it looks better but it uses more ressources.
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Dwarf tileset - normal wall texture made by Maneus
banners are from Willikesart
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The waterfall, based on Zimberzimber waterflow floor
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Palm tree forest : custom models from turbosquid and reworked by Maneus for the tree cluster and by Skuggasveinn for the animated tree
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Town conversion (original made by Skuggasveinn for Log1)
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An inside ship (underwater entrance at the moment)
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Classic door:
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The swinging doors by Skuggasveinn:
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(Note that the frame of these doors, doesn't have the dungeon texture anymore, it is replaced by city wooden texture)

A very basic outside ship: (I 've modified some of the shipwreck model for the front and rear ship, for the others part, well it is very simple materials, like wall and pillars)
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The following stuffs are not on the asset pack:
Redwood forest tree remake:
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https://www.dropbox.com/s/esi2l3z65tv3g ... d.rar?dl=0
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lava floor:
thread:
http://www.grimrock.net/forum/viewtopic.php?f=22&t=9141


1°)place a mine chasm on the floor (you don't really need a mine chasm, to gain time, just dig the level under the lava with at least -1 floor depth)
2°)then the fire_emitter over the chasm.
note: to save ressources you can turn off the "castShadow = true" to false.

fire_emitter:
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-- fire on floor
defineObject{
name = "fire_emitter",
	components = {
		{
			class = "Model",
			model = "assets/models/effects/wall_fire.fbx",
			sortOffset = 1,
		},
		{
			class = "Light",
			offset = vec(0, 0.2, 0),
			range = 6,
			color = vec(2.8, 1.2, 0.7),
			brightness = 2,
			castShadow = true,
			shadowMapSize = 64,
			staticShadows = true,
			staticShadowDistance = 0,	-- use static shadows always
		},
		{
			class = "Particle",
			particleSystem = "dungeon_fire_pit_2",
			offset = vec(0, 0, 0),
		},
		{
			class = "Controller",
			onActivate = function(self)
				self.go.light:enable()
				self.go.pointlight:enable()
				self.go.particle:enable()
			end,
			onDeactivate = function(self)
				self.go.light:disable()
				self.go.pointlight:disable()
				self.go.particle:disable()
			end,
			onToggle = function(self)
				if self.go.light:isEnabled() then
					self.go.light:disable()
					self.go.pointlight:disable()
					self.go.particle:disable()
				else
					self.go.light:enable()
					self.go.pointlight:enable()
					self.go.particle:enable()
				end
			end,
		},
	},
	placement = "floor",
	editorIcon = 88,
}
the particle:
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defineParticleSystem{
	name = "dungeon_fire_pit_2",
	emitters = {
		
		-- fog 1
		{
			emissionRate = 50,
			emissionTime = 0,
			maxParticles = 500,
			boxMin = {-1.3, 0,-1.3},
			boxMax = { 1.3, 0.5, 1.3},
			sprayAngle = {0,360},
			velocity = {0.1,0.2},
			objectSpace = true,
			texture = "assets/textures/particles/fog.tga",
			lifetime = {3,3},
			color0 = {1.25,0.4,0.2},
			opacity = 0.5,
			fadeIn = 2.2,
			fadeOut = 2.2,
			size = {0.75, 1.5},
			gravity = {0,0.1,0},
			airResistance = 0.5,
			rotationSpeed = 0.3,
			blendMode = "Additive",
		},
		
		-- fog 2
		{
			emissionRate = 50,
			emissionTime = 0,
			maxParticles = 500,
			boxMin = {-1.3, 0,-1.3},
			boxMax = { 1.3, 0.5, 1.3},
			sprayAngle = {0,360},
			velocity = {0.1,0.2},
			objectSpace = true,
			texture = "assets/textures/particles/fog.tga",
			lifetime = {3,3},
			color0 = {1.25,0.4,0.2},
			opacity = 0.5,
			fadeIn = 2.2,
			fadeOut = 2.2,
			size = {0.75, 1.5},
			gravity = {0,0.1,0},
			airResistance = 0.5,
			rotationSpeed = -0.3,
			blendMode = "Additive",
		},

		-- stars
		{
			emissionRate = 400,
			emissionTime = 0,
			maxParticles = 3000,
			boxMin = {-1.3, 0.0,-1.3},
			boxMax = { 1.3, 0.5, 1.3},
			sprayAngle = {0,360},
			velocity = {0,0},
			objectSpace = true,
			texture = "assets/textures/particles/firefly_dif.tga",
			lifetime = {0.5,3},
			color0 = {4, 0.4, 0.2},
			opacity = 1,
			fadeIn = 0.1,
			fadeOut = 0.1,
			size = {0.05, 0.1},
			gravity = {0,0.5,0},
			airResistance = 0.1,
			rotationSpeed = 5,
			blendMode = "Additive",
		},

		-- smoke
		{
			emissionRate = 5,
			emissionTime = 0,
			maxParticles = 50,
			boxMin = {-1.3, 0, -1.3},
			boxMax = { 1.3, 1.0, 1.3},
			sprayAngle = {0,20},
			velocity = {0.4, 0.8},
			texture = "assets/textures/particles/smoke_01.tga",
			lifetime = {1,3},
			color0 = {0.25, 0.20, 0.17},
			opacity = 0.5,
			fadeIn = 0.3,
			fadeOut = 0.9,
			size = {1.5, 2},
			gravity = {0,0.3,0},
			airResistance = 0.1,
			rotationSpeed = 0.5,
			blendMode = "Translucent",
		},
	}
}
what it looks like:
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the rogue set:
thread:
http://www.grimrock.net/forum/viewtopic.php?f=22&t=9270
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download link:

http://www.photo-graphix.fr/storephoto/ ... ue_set.rar

the breakable mine support:
thread:
http://www.grimrock.net/forum/viewtopic.php?f=22&t=9307

object:
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    defineObject{
       name = "mine_support_wall_01_breakable",
       baseObject = "base_obstacle",
       components = {
          {
             class = "Model",
             model = "assets/models/env/mine_support_wall_01.fbx",
          },
          {
             class = "Obstacle",
             hitSound = "barrel_hit",
             hitEffect = "hit_wood",
          },
          {
             class = "Health",
             health = 50,
             immunities = { "poison" },
             spawnOnDeath = "barrel_crate_block_broken",
             onDie = function(self)
                self.go:playSound("barrel_die")
             end,
          },
          {
             class = "Controller",
          },
       },
       placement = "wall",
       automapTile = "wall",
       editorIcon = 120,
    }
note: don't place it directly on a wall or secret wall, or melee damage will not work.

collecting crystal shard on crystal pillar:
thread:
http://www.grimrock.net/forum/viewtopic.php?f=22&t=9315

code:
here you have 2 crystal pillars:
the left one is a standart crystal pillar, the right one, made of 2 altars, has 2 crystals shards of healing that can be picked up: (1 on the right of the pillar and the other on the left)
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how they had to be placed in the editor: (don't forget to uncheck the "clickable" box, or you can place items on the surface)
the rock function is a sound that you hear when picking the crystal.
the standart mine_crystal_pillar is on the left
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the code for the 2 objects:
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	defineObject{
		name = "mine_pillar_crystal_altar_north_right",
		baseObject = "base_altar",
		components = {
			{
			class = "Surface",
			offset = vec(-0.3,0.54,0.6),
			size = vec(0.1, 0.1, 0.1),
			},
		},
	}
	defineObject{
		name = "mine_pillar_crystal_altar_north_left",
		baseObject = "base_altar",
		components = {
			{
			class = "Surface",
			offset = vec(0.3,1.5,0.7),
			size = vec(0.1, 0.1, 0.1),
			},
		},
	}
the secret button on a crystal pillar:
thread:
http://www.grimrock.net/forum/viewtopic ... 194#p89194
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the object definition:
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defineObject{
	name = "mine_secret_button_crystal_pillar",
	baseObject = "wall_button",
	components = {
		{
			class = "Model",
			model = "assets/models/env/castle_wall_button.fbx",
			offset = vec(-0.16,0.78,0.335),
		},
		{
			class = "Particle",
			particleSystem = "runic_2",
			offset = vec(-0.16,0.78,0.335),
		},
		{
			class = "Light",
			offset = vec(-0.16,0.78,0.335),
			range = 3,
			color = vec(0.5, 1.0, 2.5),
			brightness = 3,
			fillLight = true,
		},
		{
			class = "Clickable",
			offset = vec(-0.16,0.78,0.335),
			size = vec(0.25, 0.25, 0.25),
			--debugDraw = true,
		},
	},
	replacesWall = false,
}
the particle: (it is the same particle than the castle button but without glow, stars and fog)
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defineParticleSystem{
	name = "runic_2",
	emitters = {
	
		-- runes
		{
			emissionRate = 4,
			emissionTime = 0,
			maxParticles = 100,
			boxMin = {-0.15, -0.1,-0.1},
			boxMax = { 0.15,  0.1, 0.2},
			sprayAngle = {0,360},
			velocity = {0.05,0.1},
			texture = "assets/textures/particles/magic_runes.tga",
			frameRate = 2,
			frameSize = 32,
			frameCount = 9,
			lifetime = {1,2},
			colorAnimation = false,
			color0 = {1, 1, 1},
			opacity = 1,
			fadeIn = 0.1,
			fadeOut = 0.1,
			size = {0.05, 0.075},
			gravity = {0,0,0},
			airResistance = 1,
			rotationSpeed = 1,
			blendMode = "Additive",
			depthBias = 0.1,
			objectSpace = true,
		},
	}
}
you have to place a crystal pillar (or even on a crystal wall, as long there is some glowing crytal behind), the orientation should be 1.
then uncheck the model in the component description, or you will see a castle wall button.
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Last edited by bongobeat on Mon Dec 26, 2022 11:24 am, edited 29 times in total.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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THOM
Posts: 1266
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
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Re: Bongobeat assets

Post by THOM »

Very good.

Question: Is it possible for you (or someone else) to separate one or two of the palm trees to have them as an additional asset?
THOM formaly known as tschrage
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Drakkan
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Re: Bongobeat assets

Post by Drakkan »

THOM wrote:Very good.

Question: Is it possible for you (or someone else) to separate one or two of the palm trees to have them as an additional asset?
I was thinking the same :d

otherwise thanks for thread, I especialy like the new custom objects, will fit in my town, thanks !
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bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: Bongobeat assets

Post by bongobeat »

sorry but I dont have the skill to do that.I suppose it can be done in blender by deleting all vertice that are not from the tree. But after doing it I think the texture will not render correctly. Well I have never try.
I did not look at it, but maybe there is already a separate palm tree on t3dfm. I will take a look
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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Eleven Warrior
Posts: 736
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Bongobeat assets

Post by Eleven Warrior »

Hi Bongo. Wow I did not think there were so many assets but awesome now it's easy to find something we all need thank you for doing this. It's easy to type bongobeat assests, now everything is at your finger tips :)
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maneus
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Re: Bongobeat assets

Post by maneus »

THOM wrote: Question: Is it possible for you (or someone else) to separate one or two of the palm trees to have them as an additional asset?
I could do that, but I would need the original model from bongobeat.

@bongobeat: So if you wish it, please send me a link for the uploaded original file.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: Bongobeat assets

Post by bongobeat »

hey all,

finally I have downloaded palm tree from turbosquid and t3dfm
the island is composed by many vertices, I give up.

Palm tree and palm forest:

here is a little pack, with 4 objects:
the demo dungeon:
https://www.dropbox.com/s/iark51ij887rh ... e.rar?dl=0

It is composed by 1 small palm forest (turbosquid).
And the same object , modified in the GMT to looks placed like "pillars", that you can walk around, except for 2 trees. you have to place some invisible wall on these 2 trees, as they are in the way. I tried to move them in blender, but after that, the textures wasnt saved, don't know why.
If someone experienced may look at that it would be nice. Because there is only 2 different textures, the trunk and the leaf, and in the GMT there is many material names (always the same), when trying to replace them with another name, some of them seems to be not rendered. So maybe there are useless?

the last objects, is a model from turbosquid. Some kind of big palm tree
I ve defined one as an obstacle, and the last as a pillar.

welcome to the desert:
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note that these models are not animated.

I have tried another models from t3dfm, but I got issue with the textures. There are 2 textures (always trunk and leaf), but there is only one material name listed when I open the model in the GMT. I don't know how to define the 2 textures.
if someone can look at that too, it would be nice :)

here are 3 palm trees rendered with one texture:
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the palm_tree_03 has no visible textures, so I use the textures form palm_tree_02. But I think that the textures are within the .obj file.

the pack with these models:
https://www.dropbox.com/s/8q3jv8ys5uvr4 ... j.rar?dl=0

@Maneus: thanks!
here is the original island:
https://www.dropbox.com/s/gc2ct0syairhe ... s.rar?dl=0
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: Bongobeat assets

Post by bongobeat »

added the palm trees by Maneus (thanks to him)

here is the link: one palm tree and one cluster.
https://www.dropbox.com/s/ix8a5788blmlo ... e.rar?dl=0

what it looks like:
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with the other trees:
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My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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THOM
Posts: 1266
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: Bongobeat assets

Post by THOM »

A big thank you Bongobeat and Maneus! This is great. Will use this.

Especially to have Solo-Palm-Trees is cool. And therefore thank you to add solo_palm_tree_01 . Only the treetrunk is a bit odd, isn't it? In comparison to the other trees? Ist it somehow possible to make it look more like the treetrunks of the forest-palms?
THOM formaly known as tschrage
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Eleven Warrior
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Re: Bongobeat assets

Post by Eleven Warrior »

Ahhhh yes now these Palm trees ill be needing lads. Now I can have that desert out side of dead woods, thxs Maneus and Bongo very good stuff :)
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