vast majority of items in Grimrock don't have Normal maps, they just have diff and spec maps, so you would just have to create one extra map for the flowers (you could also throw in a emissive map for some of them for bio luminessens effect, if that fits the flower, underground, underwater etc.)Eleven Warrior wrote: EDIT: Almost forgot. There are no Normal or Specular textures for the flowers as the only texture that came with them was Jpeg textures. Issac explained something to me but I cannot remember soz Issac. They still look reasonable. The gloss is set at 20 so you might want to experiment with different numbers.
If any one else can add the other 2 textures by all means and let us know how it turns out.
Assets: Mushrooms and Flowers.
- Skuggasveinn
- Posts: 562
- Joined: Wed Sep 26, 2012 5:28 pm
Re: Assets: Mushrooms and Flowers.
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Assets: Mushrooms and Flowers.
Hi Skuggs good to see your back awesome. As for what you said I really don't know how to do any of those things. That's why I put them here and maybe hope someone with better talents do it.
I am sorry about this but at night time the Flowers are very bright as Bongo pointed out to me. I am waiting for Bongo to help me on this matter, so once again sorry for my oversight on this problem
I am sorry about this but at night time the Flowers are very bright as Bongo pointed out to me. I am waiting for Bongo to help me on this matter, so once again sorry for my oversight on this problem
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Assets: Mushrooms and Flowers.
Hi all.
Ok I have fixed the problem with the lighting thxs to Bongo for his valuable help. In the flowers.lua file you need to delete all the code and replace it with this new code:
So I had to change the following bits high lighted:
defineMaterial{
name = "Sepal0",
diffuseMap = "mod_assets/models/flowers/Sepal0.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
Also Bongo has helped me again by making the models with less kb's, Mb's. They are now smaller in memory usage.
I will zip them in 2 days and will add them to my Dropbox
Ok I have fixed the problem with the lighting thxs to Bongo for his valuable help. In the flowers.lua file you need to delete all the code and replace it with this new code:
Code: Select all
defineObject{
name = "flower_1",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/models/flowers/Bonny_Cl.fbx",
},
{
class = "Item",
uiName = "Bonny Flower",
gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
gfxIndex = 0,
weight = 0.2,
stackable = true,
},
},
}
defineMaterial{
name = "Bonny_Pe",
diffuseMap = "mod_assets/models/flowers/Bonny_Pe.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineObject{
name = "flower_3",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/models/flowers/Multicol.fbx",
},
{
class = "Item",
uiName = "Yellow Orange Flower",
gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
gfxIndex = 1,
weight = 0.2,
stackable = true,
},
},
}
defineMaterial{
name = "Sepal0",
diffuseMap = "mod_assets/models/flowers/Sepal0.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineObject{
name = "flower_4",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/models/flowers/Orange_s.fbx",
},
{
class = "Item",
uiName = "Light Orange Flower",
gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
gfxIndex = 2,
weight = 0.2,
stackable = true,
},
},
}
defineMaterial{
name = "Sepal1",
diffuseMap = "mod_assets/models/flowers/Sepal1.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineObject{
name = "flower_5",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/models/flowers/Pink_fri.fbx",
},
{
class = "Item",
uiName = "Pink Flower",
gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
gfxIndex = 3,
weight = 0.2,
stackable = true,
},
},
}
defineMaterial{
name = "Sepal2",
diffuseMap = "mod_assets/models/flowers/Sepal2.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineObject{
name = "flower_6",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/models/flowers/Primrose.fbx",
},
{
class = "Item",
uiName = "Primrose Flower",
gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
gfxIndex = 4,
weight = 0.2,
stackable = true,
},
},
}
defineMaterial{
name = "Primrose",
diffuseMap = "mod_assets/models/flowers/Primrose.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineObject{
name = "flower_7",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/models/flowers/Red_flow.fbx",
},
{
class = "Item",
uiName = "White Pink flow Flower",
gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
gfxIndex = 5,
weight = 0.2,
stackable = true,
},
},
}
defineMaterial{
name = "ST_Petal",
diffuseMap = "mod_assets/models/flowers/ST_Petal.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineObject{
name = "flower_8",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/models/flowers/Red_rose.fbx",
},
{
class = "Item",
uiName = "Red Rose Flowers",
gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
gfxIndex = 6,
weight = 0.2,
stackable = true,
},
{
class = "Particle",
particleSystem = "etherweed",
},
},
}
defineMaterial{
name = "Sepal3",
diffuseMap = "mod_assets/models/flowers/Sepal3.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineObject{
name = "flower_10",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/models/flowers/Small_mu.fbx",
},
{
class = "Item",
uiName = "Small Sun Flower",
gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
gfxIndex = 7,
weight = 0.2,
stackable = true,
},
},
}
defineMaterial{
name = "Sepal5",
diffuseMap = "mod_assets/models/flowers/Sepal5.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineObject{
name = "flower_11",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/models/flowers/Snow_this.fbx",
},
{
class = "Item",
uiName = "Smal Yellow Flower",
gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
gfxIndex = 8,
weight = 0.2,
stackable = true,
},
},
}
defineMaterial{
name = "Sonchus_",
diffuseMap = "mod_assets/models/flowers/Sonchus_.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineObject{
name = "flower_12",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/models/flowers/White_fl.fbx",
},
{
class = "Item",
uiName = "White Flower",
gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
gfxIndex = 9,
weight = 0.2,
stackable = true,
},
},
}
defineMaterial{
name = "Sepal6",
diffuseMap = "mod_assets/models/flowers/Sepal6.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineObject{
name = "flower_13",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/models/flowers/Yelow_f.fbx",
},
{
class = "Item",
uiName = "Yelow Flowers",
gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
gfxIndex = 10,
weight = 0.2,
stackable = true,
},
},
}
defineMaterial{
name = "Sepal7",
diffuseMap = "mod_assets/models/flowers/Sepal7.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
defineMaterial{
name = "Sepal0",
diffuseMap = "mod_assets/models/flowers/Sepal0.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}
Also Bongo has helped me again by making the models with less kb's, Mb's. They are now smaller in memory usage.
I will zip them in 2 days and will add them to my Dropbox
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Assets: Mushrooms and Flowers.
So how do you do the (emissive map) it sounds coolSkuggasveinn wrote:vast majority of items in Grimrock don't have Normal maps, they just have diff and spec maps, so you would just have to create one extra map for the flowers (you could also throw in a emissive map for some of them for bio luminessens effect, if that fits the flower, underground, underwater etc.)Eleven Warrior wrote: EDIT: Almost forgot. There are no Normal or Specular textures for the flowers as the only texture that came with them was Jpeg textures. Issac explained something to me but I cannot remember soz Issac. They still look reasonable. The gloss is set at 20 so you might want to experiment with different numbers.
If any one else can add the other 2 textures by all means and let us know how it turns out.
Re: Assets: Mushrooms and Flowers.
you must create black picture with ( imho dark color ) masks for glowing. ( black color is like alpha )
If you make this mask light, this emmision picture will cover your diffuse picture.
and in material definition you write line eg.:
emissiveMap = "mod_assets/textures/swamp_spore_mushroom_emissive.tga",
If you make this mask light, this emmision picture will cover your diffuse picture.
and in material definition you write line eg.:
emissiveMap = "mod_assets/textures/swamp_spore_mushroom_emissive.tga",
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