In that case: Happy Birthday! I hope you get alcoves full of presents!
Search found 10 matches
- Sun Oct 28, 2012 10:51 am
- Forum: Modding
- Topic: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
- Replies: 388
- Views: 356695
Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*
It is your birthday?
In that case: Happy Birthday! I hope you get alcoves full of presents!
In that case: Happy Birthday! I hope you get alcoves full of presents!
- Sun Oct 07, 2012 10:01 pm
- Forum: Modding
- Topic: Creating exterior levels (example with Workshop link)
- Replies: 23
- Views: 23734
Re: Creating exterior levels (example with Workshop link)
is anyone else working on this kind of stuff? I have been messing with some blue skies as well as night and some custom grounds like grass etc. How is your work going so far? Do you have any screenshots? I also updated my Workshop file to include basic ogre npcs (you know: 3d & not attacking yo...
- Mon Oct 01, 2012 4:49 am
- Forum: Modding
- Topic: Creating exterior levels (example with Workshop link)
- Replies: 23
- Views: 23734
Re: Creating exterior levels (example with Workshop link)
JohnWordsworth, lmaoboat: It would look way better with higher boxes (the movement of the stars wouldn't be as apparent to the player if they are higher up and two-story buildings have better visuals for any cityscape), but it is a lot of work, because you need to edit every single wall set and deco...
- Mon Oct 01, 2012 12:12 am
- Forum: Modding
- Topic: Creating exterior levels (example with Workshop link)
- Replies: 23
- Views: 23734
Re: Creating exterior levels (example with Workshop link)
if the stars don't move :) I think it's ok :) have you tried some hubble pics? they always look fantastic... I did, but the more detailed the sky gets, the more fake it looks ingame because of the repeating tiles. You get the best results with a simple skybox. I also tried a daylight version, but t...
- Sun Sep 30, 2012 11:49 pm
- Forum: Modding
- Topic: Creating exterior levels (example with Workshop link)
- Replies: 23
- Views: 23734
Creating exterior levels (example with Workshop link)
EDIT: You can now find a village with severeal houses, a small market (not working at the moment), a gladiatoral pit, a temple and ogre npcs (also quite unresponsive at the moment) at the Nexus! Look for the "Village of Ravenwood" on "Steam Workshop" or the Grimrock Nexus . Hope ...
- Sat Sep 29, 2012 3:12 pm
- Forum: Modding
- Topic: [DONE] Grimrock Model Tookit
- Replies: 738
- Views: 735106
Re: [WIP] Grimrock Model Tookit
Works like a charm! Here is my WIP-shop alcove. http://img411.imageshack.us/img411/5872/grimrockshop.jpg As I am using the old Dungeon Master shop keeper as a placeholder until I find a better and free alternative, here is what I did: 1) Open "assets/model/env/dungeon_wall_alcove.model" wi...
- Fri Sep 21, 2012 5:18 pm
- Forum: Modding
- Topic: Is there a Blender setup tutorial? (Grimrock specific)
- Replies: 5
- Views: 6119
Re: Is there a Blender setup tutorial? (Grimrock specific)
2. No (at least I didn't and it worked). 3. There is a dat extractor somewhere, can be found on this forum. Just search for it, it's easy to find. 4. You wait, just like anyone else. :P Sadly there is no exporter yet. :( The current importer is good for looking at the models to see the dimensions e...
- Fri Sep 21, 2012 5:01 pm
- Forum: Modding
- Topic: Is there a Blender setup tutorial? (Grimrock specific)
- Replies: 5
- Views: 6119
Re: Is there a Blender setup tutorial? (Grimrock specific)
Thought as much. Thanks for the answer.petri wrote:You don't need to extract any files from the dat file. In fact you are allowed to use and distribute with your mods only those files that are contained in the asset pack.
- Fri Sep 21, 2012 4:29 pm
- Forum: Modding
- Topic: Is there a Blender setup tutorial? (Grimrock specific)
- Replies: 5
- Views: 6119
Is there a Blender setup tutorial? (Grimrock specific)
Hello! I just installed Blender 2.6.2 and also got CaveTroll's import script ( from this post ). But being new to Blender, I came across severeal issues that weren't clear in the previous posts about adding new assets. So I hope yaou guys can help me out with this: 1) Running the import script succe...
- Fri Sep 21, 2012 6:29 am
- Forum: Modding
- Topic: Trading - How it could be done with static assets
- Replies: 2
- Views: 3431
Trading - How it could be done with static assets
As the engine currently doens't allow for a true trading interface, I thought about adding a simple shop system using custom alcove assets. Instead of an alcove, it would be a counter with iron bars and the "npc" would be a static part of that asset (like in the old dungeon crawlers, where...