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Re: [WIP] Grimrock Model Tookit
Posted: Fri Oct 19, 2012 10:38 pm
by Komag
yeah, I see what you mean, it becomes pointless. Well, great work so far anyway, hope the animation issues get solved

Re: [WIP] Grimrock Model Tookit
Posted: Sat Oct 20, 2012 1:29 pm
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.

Re: [WIP] Grimrock Model Tookit
Posted: Sat Oct 20, 2012 4:19 pm
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
Re: [WIP] Grimrock Model Tookit
Posted: Sat Oct 20, 2012 5:25 pm
by LordGarth
which program is being used to resize monster?
thx,
LG
Re: [WIP] Grimrock Model Tookit
Posted: Sat Oct 20, 2012 6:50 pm
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#).
Re: [WIP] Grimrock Model Tookit
Posted: Sun Oct 21, 2012 2:39 pm
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.
Ingame Preview:
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,
}
Re: [WIP] Grimrock Model Tookit
Posted: Sun Oct 21, 2012 3:36 pm
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.
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

Re: [WIP] Grimrock Model Tookit
Posted: Sun Oct 21, 2012 3:38 pm
by Neikun
Haha I just did! :3
Re: [WIP] Grimrock Model Tookit
Posted: Sun Oct 21, 2012 3:52 pm
by Batty
That sword is interesting, small and sharp, a rapier. Nice work.
Re: [WIP] Grimrock Model Tookit
Posted: Mon Oct 22, 2012 10:07 pm
by JohnWordsworth
I've managed to draw myself away from XCom for the evening and I've got one thing to say...
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!