Wall Sets LOG 1 Ported over to LOG 2

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Eleven Warrior
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Wall Sets LOG 1 Ported over to LOG 2

Post by Eleven Warrior » Sat Jan 17, 2015 8:44 am

These Sets are broken so they will not be issued anymore. Thank you Minmay for pointing that out in another topic.
Last edited by Eleven Warrior on Wed Apr 15, 2015 6:50 am, edited 7 times in total.

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Drakkan
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by Drakkan » Sat Jan 17, 2015 3:06 pm

thanks a lot for your efforts. THere is so much objects that it is really hard for me decide, where to start editing... :)
And of course thanks to Skugg and Batty as well.
Edit: oh that roof, perfect. also your examples are really nice !
Edit2: missing fireplace chimney
Edit3: love that tilesets for floor (both inside / outdoor)
Edit4: majority of sx_doors are clickable to open. Is it feature or bug ?
edit5: some objects like sx_town_wall_quartersize, sx_town_table etc... - they are made like doors - could be open / closed. no big issue, just noted
edit6: tileset sx_town_outdoor_no_pillars is actualy indoor tileset with no pillars. please rename it and add also sx_town_outdoor_no_pillars in real :)
btw I do not understand why there is this tileset with pillars.
edit7: please rename tileset sx_town_indoor_02 to sx_town_indoor_no_ceiling
edit8: I do remember some objects for original indoor area like some kind of ledges / shelfs. It was decoration only. Did I overlook it ?
edit9: both secret buttons have white square around them
edit10: in original city there was some kind of light particle (something like sx_lantern) which was placed in front of the window - this effect made window to illuminates lights, which was looking really cool especialy in night. Similar way was done light particle shining indoors trough window.
Last edited by Drakkan on Sat Jan 17, 2015 11:27 pm, edited 1 time in total.
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Drakkan
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by Drakkan » Sat Jan 17, 2015 5:04 pm

two issues visible on the picture
1. I reeally love the lanterns, but as you can see offset is wrong. Please change it so it could be used with sx_town asset
2. color of the pillars. Not sure if it is porblem of map, or model ? but these black bricks looking reeealy weird

Image
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minmay
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by minmay » Sat Jan 17, 2015 7:50 pm

Drakkan wrote:2. color of the pillars. Not sure if it is porblem of map, or model ? but these black bricks looking reeealy weird
Looks like the model's scale is the wrong way around, messing up the lighting. Try scaling all axes by -1 (inverting the model) and flipping the normals.
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Drakkan
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by Drakkan » Sat Jan 17, 2015 10:00 pm

minmay wrote:
Drakkan wrote:2. color of the pillars. Not sure if it is porblem of map, or model ? but these black bricks looking reeealy weird
Looks like the model's scale is the wrong way around, messing up the lighting. Try scaling all axes by -1 (inverting the model) and flipping the normals.
thanks minmay, hope Eleven or Batty will correct this, as problem is actually for lots of other models as well (sx_town_arch_short etc...)
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Batty
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by Batty » Sat Jan 17, 2015 10:44 pm

I'd be happy to try to correct it but for me the lighting is ok on the models as you see in this pic:
(I'm running Win 7 if that matters)
Image

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Drakkan
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by Drakkan » Sat Jan 17, 2015 11:25 pm

Batty wrote:I'd be happy to try to correct it but for me the lighting is ok on the models as you see in this pic:
(I'm running Win 7 if that matters)
Image
this is kind of interesting ! I wonder where is the problem
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minmay
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by minmay » Sat Jan 17, 2015 11:29 pm

I notice in Drakkan's screenshot the normal maps aren't being used either.
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Eleven Warrior
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by Eleven Warrior » Sat Jan 17, 2015 11:36 pm

Hi all. Thxs for the comments, all part of getting this right yeah :)

1 - Fire Chimney: I don't remember the set having one.
2 - Doors: The clickable doors were added as a extra feature, for fun.

3 - Walls: Yes that was the toughest decision to make. If I made them into (blocker objects) when you walk towards them you are stopped 1 square in front on the wall(s), so I left them as door objects. That way you are on the face of the wall.

4 - Tile Sets Draw: Yes I am experimenting with this feature and are having problems with it, need some help with this.
5 - Names of Objects: Ok ill rename them.
6 - Lantern: Yes will change the offsets.

7 - I don't remember any indoor Ledges or shelves for the set. Except Phitts Cosy Dungeons objects. Ohhhh now I remember the Shop Walls, will check this out.

8 - Buttons: Errrr i forgot to turn of the debug mode. In the file called (sx_town_objects.lua) find the location of the Secret Buttons Code and do this ---debugDraw = true, or debugDraw = false, where the (debug) is in the Code.
Sorry about that. I thought i turned it of. :oops:

9 - I have no problem with Lighting on the Bricks. Is this a Video card issue?? Will ask Batty to look at this issue.

EDIT: Ok I have checked out the Wall and Pillar textures and all the (normal) are being used. Minmay can you direct me to the problem eg: lua file or texture file? Batty did convert these files over and they look ok on my PC compared to when they were not converted over. I am using Windows 7 and GPU is Navida 680 GTX.

1 - Drakkan there is a wall Lantern it's under sx_walls or do you want it changed?

--- This is Materials used for the Wall and Pillar --- Files are located in the (textures folder and env folder)

Code: Select all

--- Wall ---
defineMaterial{
	name = "sx_town_wall",
	diffuseMap = "mod_assets/textures/sx_town_wall_dif.tga",
	specularMap = "mod_assets/textures/env/brickwall_stone_root_spec.tga",
	normalMap = "mod_assets/textures/sx_town_wall_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 15,
	depthBias = 0,
}

--- Pillars ---

defineMaterial{
	name = "sx_town_door",
	diffuseMap = "mod_assets/textures/sx_town_door_dif.tga",
	specularMap = "mod_assets/textures/sx_town_door_spec.tga",
	normalMap = "mod_assets/textures/sx_town_door_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 15,
	depthBias = 0,
}

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Eleven Warrior
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Re: Wall Sets LOG 1 Ported over to LOG 2

Post by Eleven Warrior » Sun Jan 18, 2015 9:32 am

Hi all. Ok I have fixed a few things and added a few things to the Set.

1 - Window Lights N,E,S,W have been added and man they look awesome in the dark. Also added 2 lights for the Cathedral top and bottom and looks cool.
2 - Added Fireplace with fire fx.
3 - Added the Shop walls.
4 - There is a Wall Lantern in the set under (sx_walls). The pillar lantern will remain the same you can edit the (offset) to lower the Lantern.
6 - Batty and myself have checked the Textures for the Pillars and Walls and can find no issues, unless Minmay can tell us or fix them please.
7 - Will settle for the following Draw Tiles and have drawn some examples on level 2 of this demo so you can see how it works.

a - sx_town_indoor: Has 4 x different walls and has the original pillars.
b - sx_town_indoor_2: Has 1 type of wall and old type pillars.
c - sx_town_indoor_no_pillars: Has brick wall and pillars outside of the wall. Inside the wall is brick and no pillars, the idea is to add walls and pillars you want.
d - sx_town_oudoor: Is the basic wall and floor for this set.

I will zip the Set asap and repost it. So the zip file that's in my Drop Box ATM is still the one I posted 2 days ago. If there are still issues please let me know and ill try my hardest to fix them or maybe someone can help me or edit some things in the set :)

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