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 you enjoy it!
#####
Hi everyone!
I am trying to figure out a good way to use the ceiling tile as a skybox. I was able to use the dungeon_floor01.model and retexture it, so that it looks like the night sky, but the effect looks really buggy once you move around.
How could it be done in a better/easier way? (I am hoping for someone skilled in 3d modeling to come up with a great village tileset sooner or later.)
Here is the workshop link.
And here is a picture of the effect ingame:
(the roof of the "house" was made with custom ceiling objects)

Here is what I did:
1)
Define a new city tile set based on the temple in your mod's "wall_sets.lua".
Code: Select all
defineWallSet{
name = "city",
randomFloorFacing = true,
floors = {
"mod_assets/models/env/city_floor_01.fbx", 30,
"mod_assets/models/env/city_floor_drainage.fbx", 1,
},
walls = {
"mod_assets/models/env/city_wall_01.fbx", 50,
"mod_assets/models/env/city_wall_drainage.fbx", 1,
},
pillars = {
"mod_assets/models/env/city_pillar.fbx", 1,
},
ceilings = {
"mod_assets/models/env/city_ceiling.fbx", 1,
},
ceilingShafts = {
"mod_assets/models/env/city_ceiling_pit.fbx", 1,
"mod_assets/models/env/city_ceiling_closed.fbx", 1,
},
floorDecorations = {
},
wallDecorations = {
"assets/models/env/metal_hooks_wall.fbx", 1,
"assets/models/env/metal_hooks_chain_wall.fbx", 1,
},
pillarDecorations = {
"assets/models/env/metal_hook_pillar.fbx", 1,
"assets/models/env/metal_hook_chain_pillar.fbx", 1,
"assets/models/env/metal_ring_pillar.fbx", 1,
},
}Copy the "temple_xx.models" from the asset pack into the new "mod_assets/models/env" folder and rename them to "city_xx.model".
3)
Rename the city_ceiling.model to city_ceiling_closed.model. (This will be the roof for the houses later on.)
4)
Copy the "dungeon_floor01.model" from the asset pack into the new "mod_assets/models/env" folder and rename it to "city_ceiling.model".
5)
Open the "city_ceiling.model" with the Model Toolkit and change its material to city_sky.
6)
Define the city_sky material in your mod's "materials.lua". Make sure you change doublesided to true and lighting to false!
Code: Select all
defineMaterial{
name = "city_sky",
diffuseMap = "mod_assets/textures/env/city_sky_dif.tga",
specularMap = "mod_assets/textures/env/city_sky_spec.tga",
normalMap = "mod_assets/textures/env/city_sky_normal.tga",
doubleSided = true,
lighting = false,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}Create sky textures (1024x1024) and save them as "city_sky_dif.tga", "city_sky_spec.tga" and "city_sky_normal.tga".
8)
Add new objects for the ceiling shafts and the closed ceiling.
Code: Select all
defineObject{
name = "city_ceiling_shaft",
class = "Decoration",
model = "mod_assets/models/env/city_ceiling_pit.fbx",
placement = "ceiling",
editorIcon = 104,
}
defineObject{
name = "city_ceiling_closed",
class = "Decoration",
model = "mod_assets/models/env/city_ceiling_closed.fbx",
placement = "ceiling",
editorIcon = 104,
}I also created some shopkeeper alcoves, but you can find out how these can be made on page 8 or 9 of the Model Toolkit thread.
Have fun and happy modding!
-Geistertanz
EDIT:
I changed some of the assets from the official pack, so I can't publish the changed wall tiles outside of a dat file. But the above description should allow you to create your own exterior wall sets without much problems.