[DONE] Grimrock Model Tookit

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Komag
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Re: [WIP] Grimrock Model Tookit

Post by Komag »

yeah, I see what you mean, it becomes pointless. Well, great work so far anyway, hope the animation issues get solved :)
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wallasaurus
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Re: [WIP] Grimrock Model Tookit

Post by wallasaurus »

@JohnWordsworth - any chance I could nab a preview of your bone displaying toolkit, or could you share with me some matrix maths wizardry? I'm going around in circles getting bones in and out of max, the maths is a notch ahead of my comfort zone! The main problem is no debug lines in the game proper so I can't visualise what I'm doing wrong.

If you can help I'd be so grateful. :)
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

Just some general updates to prove everything is ticking along!

* Spent 4 hours yesterday trying to figure out why the animations weren't rendering properly. While most of that was checking my matrix maths and the like, it actually turns out that the DirectX Fixed Function Pipeline only supports 8 bone matrices at once in Hardware mode. Switching to Software mode made the animation work (which is cool, because my maths is correct), but then it renders like a pig.

* So, result is... I'll go down the programmable pipeline route (which I was only avoiding due to time, little did I know about these issues then!). Pros: Rendering will look more like the game and will support normal maps. Cons: Will likely be a few more days until the next build is out. :(

@Wallasaurus: I will send you a preview when I get back from visiting family (Sunday night UK time). Apologies that it will take a while, literally just gone away for the next 36 hours, otherwise I would send what I have. The actual bones render correctly, it's just the mesh vertices don't blend correctly yet.

@Xanathar: Haha, cool. Loving the tiny spiders and snails! The little guardian looks like a chess piece or something! Hehe
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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LordGarth
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Re: [WIP] Grimrock Model Tookit

Post by LordGarth »

which program is being used to resize monster?

thx,

LG
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Xanathar
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Re: [WIP] Grimrock Model Tookit

Post by Xanathar »

It‘s a custom program I‘m writing specifically for that purpose, if it ever becomes vaguely useful I‘ll release ir along withthe source code (currently C#).
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Neikun
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Re: [WIP] Grimrock Model Tookit

Post by Neikun »

Hey guys, remember that sword01 model that wasn't used in game and didn't have textures I was talking about?
Well I found the textures.
SpoilerShow
Image
Ingame Preview:
SpoilerShow
Image
There is one problem with the model in that it is off center.
If you place it in a default alcove, it's part in the wall.

I think I'm going to bring it to center square and release the new model, texture definition so we can all use it.

EDIT: Here it is,http://www.filedropper.com/sword01
And the materials.lua (No need to download new textures)

Code: Select all

defineMaterial{
	name = "sword01",
	diffuseMap = "assets/textures/items/sword_01_dif.tga",
	specularMap = "assets/textures/items/sword_01_spec.tga",
	normalMap =  "assets/textures/items/sword_01_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 45,
	depthBias = 0,
}
Last edited by Neikun on Sun Oct 21, 2012 3:41 pm, edited 2 times in total.
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crisman
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Re: [WIP] Grimrock Model Tookit

Post by crisman »

Neikun wrote:Hey guys, remember that sword01 model that wasn't used in game and didn't have textures I was talking about?
Well I found the textures.
SpoilerShow
Image
There is one problem with the model in that it is off center.
If you place it in a default alcove, it's part in the wall.

I think I'm going to bring it to center square and release the new model, texture definition so we can all use it.
Didn't know about that sword! Let me know when you put the files online ;)
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Neikun
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Re: [WIP] Grimrock Model Tookit

Post by Neikun »

Haha I just did! :3
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Batty
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Re: [WIP] Grimrock Model Tookit

Post by Batty »

That sword is interesting, small and sharp, a rapier. Nice work.
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth »

I've managed to draw myself away from XCom for the evening and I've got one thing to say...

Image

Build coming later. While it doesn't add much in the way of things to play with, it means I can now get on with the important things. I didn't have to write my own shader in the end - it turns out using Software Vertex Processing (but still rendering on the GFX Card) seems to work a treat!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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