Dirt Cave

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kelly1111
Posts: 319
Joined: Sun Jan 20, 2013 6:28 pm

Re: Dirt Cave

Post by kelly1111 » Thu May 24, 2018 8:36 pm

Some more screens of the work in progress:


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I will credit all the authors (of the tilesets I used to combine into this mod)

kelly1111
Posts: 319
Joined: Sun Jan 20, 2013 6:28 pm

Re: Dirt Cave

Post by kelly1111 » Thu May 24, 2018 8:44 pm

Image

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Curunir
Posts: 332
Joined: Fri Mar 30, 2012 11:19 pm

Re: Dirt Cave

Post by Curunir » Thu May 24, 2018 9:23 pm

I really, REALLY love the vibe you managed to achieve here!

Everything looks really great, only thing I can think if would be either more defined divisions in the stone slabs in the last shot's ceilings, or making them more jaggy, the way the mine assets are, to make the tiling less obvious, if you want a natural rock look.

Great job, really! Love the arched ceiling! For some reason I'm getting a Thief vibe from those shots and that's a great thing! :D

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Skuggasveinn
Posts: 545
Joined: Wed Sep 26, 2012 5:28 pm

Re: Dirt Cave

Post by Skuggasveinn » Fri May 25, 2018 1:31 am

kelly1111 wrote:
Thu May 24, 2018 8:36 pm
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I'm just loving this, really great what you did to the plaster walls :D

keep it up, looks so good.

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

Slayer82
Posts: 300
Joined: Thu Feb 05, 2015 10:19 am

Re: Dirt Cave

Post by Slayer82 » Fri May 25, 2018 11:32 am

Excellent work!

I'm sure your work will be a great new edition to many upcoming mods.

I look forward to your release.
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762

kelly1111
Posts: 319
Joined: Sun Jan 20, 2013 6:28 pm

Re: Dirt Cave

Post by kelly1111 » Tue Aug 14, 2018 1:17 pm

very still in progress screenshot of a tileset I am fiddling with at the moment....
Figuring out what textures to use... that look good ..gritty and pockmarked theme

Suggestions, tips and feedback are needed and welcome. Am I making things to dark?
The goal is to make a set that has an aged feel to it, kinda damp and weathered... Planning on adding lichen, lots of muschrooms and stuff later on.

Also... would like to make a sort of channel into the floor in which water flows alonside the walls...
But havent figured out how to do that propperly yet.

And I was wondering if using floortile models this way will hurt performance / FPS ?

Image
Last edited by kelly1111 on Tue Aug 14, 2018 1:49 pm, edited 1 time in total.

kelly1111
Posts: 319
Joined: Sun Jan 20, 2013 6:28 pm

Re: Dirt Cave

Post by kelly1111 » Tue Aug 14, 2018 1:20 pm

Image

Pompidom
Posts: 476
Joined: Sun May 06, 2018 9:42 pm

Re: Dirt Cave

Post by Pompidom » Tue Aug 14, 2018 2:42 pm

I wouldn't worry about making things too dark.

The biggest problem is actually that it's never dark enough.
For example the first thing I usually mod in a single player game like for example Skyrim is making it darker so the contrast between light sources and their surroundings and shadows is much more profound.

Same with legend of grimrock. Just do your thing, then walk around in it without a torch, then make a test walk with a torch and then make a test walk with light spell activated and adjust then accordingly to your own preference.

Besides you have no idea anyways what monitors and monitor settings people use. Some people will have their brightness all the way up while some people will have it all the way down making your adjustments trivial. And then there's different tastes.

Your screenshots look great, and there is little point in wasting valuable time stressing about such trivial matters.

Not once has it crossed my mind in any of the log2 mods that an areas is too dark simply because you can use torches and light spells. It's actually always been quite the opposite.


I have eliminated torches in my mod completely. And I plan to eliminate the light spell as well.
By placing atmospheric light sources strategically people will have to get by.

kelly1111
Posts: 319
Joined: Sun Jan 20, 2013 6:28 pm

Re: Dirt Cave

Post by kelly1111 » Tue Aug 14, 2018 2:52 pm

Good to hear you are thinking the same way about light sources. I am also planning on eliminating the lightspell and greatly reducing the use of torches in my mod. I just think ... that with some well planned and placed lightsources I can communicate the atmosphere of my mod and what I intended with it much better.

Planning on tweaking around with fog particles and fog systems also.. to make things more claustrophobic and obscure inside my little deathtrap mod later on.

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akroma222
Posts: 1024
Joined: Thu Oct 04, 2012 10:08 am

Re: Dirt Cave

Post by akroma222 » Tue Aug 14, 2018 6:35 pm

kelly1111 wrote:
Tue Aug 14, 2018 1:17 pm
Also... would like to make a sort of channel into the floor in which water flows alongside the walls...
But haven't figured out how to do that properly yet.
I know Zimber had included a trickling rivulet type stream that flows through his forested areas...
That may be a good starting point?

New stone wall set looks fantastic hey ;)
Have you ever sourced free (or not) model packages from sites like the Unity shop... I did a little back tracking and found that those sites are where Vanblam had found some of the models he teased in his Shadowgate thread... could be an idea to help finish off your Cave wall set, maybe? (not implying you or your wall set needs help lol)

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