Bongobeat assets

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Drakkan
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Re: Bongobeat assets

Post by Drakkan » Mon Jan 19, 2015 8:54 am

I like. Wonder if somebody could help us with the animation ? I know Skugg was playing with it a little, not sure if he succeed.
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bongobeat
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Re: Bongobeat assets

Post by bongobeat » Mon Jan 19, 2015 9:30 pm

THOM wrote: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?
well they don't have the same textures, so that is normal they look different.
If you wanna change the texture it need to be retextured.
What "shocks" me more is the difference in green.
Drakkan wrote:I like. Wonder if somebody could help us with the animation ? I know Skugg was playing with it a little, not sure if he succeed.
that would be great!
My asset pack: viewtopic.php?f=22&t=9320

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

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maneus
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Re: Bongobeat assets

Post by maneus » Tue Jan 20, 2015 12:06 am

What did you mean with "the different green tones shocks you"? It is easy to change the green tones and make them the same. But no plants have the same green tones.
They are all different.

By the way bongobeat, your textures for the palm_forest_trunk are changed.
"palm_forest_trunk_s.dds" is the normalMap and "palm_forest_trunk_n.dds" is the specularMap. You can see that when you open the textures in gimp or another programm.

bongobeat
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Re: Bongobeat assets

Post by bongobeat » Tue Jan 20, 2015 6:14 pm

maneus wrote:What did you mean with "the different green tones shocks you"? It is easy to change the green tones and make them the same. But no plants have the same green tones.
They are all different.

By the way bongobeat, your textures for the palm_forest_trunk are changed.
"palm_forest_trunk_s.dds" is the normalMap and "palm_forest_trunk_n.dds" is the specularMap. You can see that when you open the textures in gimp or another programm.
Well something tells me that there is too much difference in the "green" of all those models. But it does not bother me now, I think it makes variety.

ok I have to look at that, thanks!
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: Bongobeat assets

Post by Skuggasveinn » Tue Jan 20, 2015 11:07 pm

Had a shot at animating the solo palm tree.
The original was over 10k tris, so I re-modeled the corona of the tree, changed the material to use alpha channel to get the detail of the leaves back.
The animated one is just about 1300 tris so its performance friendly.

you can have a look at the animation here.
http://www.zorglubb.net/grimrock/dropzo ... e_test.mp4

and you can grap the animated one here.
http://www.zorglubb.net/grimrock/dropzo ... imated.zip

Feel free bongo to add this to your collection so people don't need to look all over the place for these assets.

Skuggasveinn.
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THOM
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Re: Bongobeat assets

Post by THOM » Wed Jan 21, 2015 2:53 am

Skuggasveinn wrote: changed the material
{uncontrollably weeping}
why, when you change materials , havn't you changed that ungly treetrunk that looks so scaled up... huhuuu :(


Oh BTW - the animation is great :)
THOM formaly known as tschrage
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bongobeat
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Re: Bongobeat assets

Post by bongobeat » Wed Jan 21, 2015 7:47 pm

Skuggasveinn wrote:Had a shot at animating the solo palm tree.
The original was over 10k tris, so I re-modeled the corona of the tree, changed the material to use alpha channel to get the detail of the leaves back.
The animated one is just about 1300 tris so its performance friendly.

you can have a look at the animation here.
http://www.zorglubb.net/grimrock/dropzo ... e_test.mp4

and you can grap the animated one here.
http://www.zorglubb.net/grimrock/dropzo ... imated.zip

Feel free bongo to add this to your collection so people don't need to look all over the place for these assets.

Skuggasveinn.
This is cool! thanks a lot! :D
My asset pack: viewtopic.php?f=22&t=9320

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

bongobeat
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Re: Bongobeat assets

Post by bongobeat » Wed Jan 21, 2015 9:10 pm

This is weird, the render of the palms looks not the same than in your video! it is darker.

do you use a custom sky? or light?

here is what it shows in the editor:
SpoilerShow
Image
My asset pack: viewtopic.php?f=22&t=9320

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

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Drakkan
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Re: Bongobeat assets

Post by Drakkan » Thu Jan 22, 2015 11:01 am

bongobeat wrote:This is weird, the render of the palms looks not the same than in your video! it is darker.

do you use a custom sky? or light?

here is what it shows in the editor:
SpoilerShow
Image
there was problem than originally there was lighting set false, which made all palms brighter, but it remains bright even during night, which was quite bad. After changing the lightning, palms becomes much darker, but its behavior is ok during night. Also the darker color corresponds nicely with other trees as well.
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bongobeat
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Re: Bongobeat assets

Post by bongobeat » Tue Mar 10, 2015 6:51 pm

I have increased the brightness of the difuse texture, it's better now.

I forgot to post the link to the animated palm tree :roll:
It is done now on the first page of this thread! :lol:
My asset pack: viewtopic.php?f=22&t=9320

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

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