I'd like some help in creating my first map
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- Posts: 19
- Joined: Tue Oct 04, 2016 11:22 am
Re: I'd like some help in creating my first map
No, thanks for the advice, I'll try it
Re: I'd like some help in creating my first map
Here is a link to a more up to date scripting reference for Grimrock 2.
https://github.com/JKos/log2doc/wiki
https://github.com/JKos/log2doc/wiki
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- Posts: 19
- Joined: Tue Oct 04, 2016 11:22 am
Re: I'd like some help in creating my first map
Thanks for the link!
Right now I am converting the ambient music I want to use in my hub.
And the music is........
The tavern music from Daggerfall!
I've read many people hate it but I relly like it so much I think it is very pleasant
Right now I am converting the ambient music I want to use in my hub.
And the music is........
The tavern music from Daggerfall!

Re: I'd like some help in creating my first map
I have no idea about that music - but I would like to say that it can be a pain in the ass to hear a certain music again and again. Depending on how much time the player is supposed to stay in your hub it can be a bad idea to have a complete melody as an ambient track.
There are good reasons AH decided to choose ambient tracks with lesser melodies and more sounds. They didn't during the boss-fights an on my first attempt to the last encounter I had to switch off the music because my first try took a loooong time and I coudn't stand that music anymore...
There are good reasons AH decided to choose ambient tracks with lesser melodies and more sounds. They didn't during the boss-fights an on my first attempt to the last encounter I had to switch off the music because my first try took a loooong time and I coudn't stand that music anymore...
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- Posts: 19
- Joined: Tue Oct 04, 2016 11:22 am
Re: I'd like some help in creating my first map
To tell the truth, I'm creating this map with just my personal use in mind and I don't think I will put it online, so for "the player" supposed to play this game it is perfectly fine to hear this tune 
But you are right, at first I was also thinking about using an Oblivion overworld music for a forested level but in the end I don't think it would be a good idea. Sometimes too much music can make a game worse...
I'd like to find a way to put a few tunes I particularly like in my game but I think often the best way would be just in certain situations, not in the whole level, so they don't end up being tedious.

But you are right, at first I was also thinking about using an Oblivion overworld music for a forested level but in the end I don't think it would be a good idea. Sometimes too much music can make a game worse...
I'd like to find a way to put a few tunes I particularly like in my game but I think often the best way would be just in certain situations, not in the whole level, so they don't end up being tedious.
- zimberzimber
- Posts: 432
- Joined: Fri Feb 08, 2013 8:06 pm
Re: I'd like some help in creating my first map
You could do what I did and instead of adding ambient music to an entire level, define it as a regular sound (with equal left and right channels), attach them to sound objects, and place them in certain areas where its needed.
Re: I'd like some help in creating my first map
That's a neat idea heyzimberzimber wrote:You could do what I did and instead of adding ambient music to an entire level, define it as a regular sound (with equal left and right channels), attach them to sound objects, and place them in certain areas where its needed.

I made the too much music mistake THOM mentioned w my LoG1 mod - I used Ultima Underworld 2 tracks for my 4 secret levels.
While I loved the nostalgia - most did not, and found it quite jarring and odd. And repetitive

I think the ambient tracks really add to the 'alone against the dungeon' vibe Grimrock has going
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
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- Joined: Tue Oct 04, 2016 11:22 am
Re: I'd like some help in creating my first map
BTW, I don't think I will put something like that in the map I'm creating right now (however, who knows
) but in the future I would like to try and create a little map similar to games like Alone in the dark, probably something so short that rpg elements would not really come into play but it could be good anyway imho.
I would like some custom assets to be able to create a house similar to the one you see in the game Eternal darkness and an entrance to that house from the forest environment. Anybody knows something that could fit my requirements?
Some screens to give you the idea:




I would like some custom assets to be able to create a house similar to the one you see in the game Eternal darkness and an entrance to that house from the forest environment. Anybody knows something that could fit my requirements?
Some screens to give you the idea:



Re: I'd like some help in creating my first map
there is not such things in the asset pack, except fro the bookshelf, that maybe you can use, but modified for your needs.
also there is some assets for grimrock 1, that you can convert for grimrock 2, you need to rewrite the object definition, but with the log2 asset pack as example, its easy to do. Then use the defaut difuse textures of the grimrock1 objects, and make new normal and specular textures.
here is some of the asset for grimrock 1, on the nexus:
carpet model:
http://www.nexusmods.com/grimrock/mods/179/?
tapestry:
http://www.nexusmods.com/grimrock/mods/168/?
desk:
http://www.nexusmods.com/grimrock/mods/185/?
also there is germany's dungeon master pack, converted by minmay for log 2, where you may find some decorations.
it has a long carpet in it
http://www.nexusmods.com/legendofgrimrock2/mods/48/?
for the walls, I dont think there is anything that fit your need.
you have to make them from scratch. Best way is to use a 2d model, flat wall, and search/use textures on the internet.
here is a part of the town tileset that I converted for my needs in log2. It has 2 simple models (blackwall.model and wood_wall.model) that can be used for basic walls, you just have to find appropriated textures and use them on one of these models.
https://www.dropbox.com/s/3nqb4cn6vtlyf ... .rar?dl=0#
for what you did not find:
maybe you can modify some of the existing models or try on http://www.tf3dm.com or http://www.turbosquid.com
there is free models, that you can use for your dungeon. You 'll need to import them in blender with the pluggin viewtopic.php?f=22&t=8086
and export them into my_object.obj, then open them with the GMT tool http://www.johnwordsworth.com/legend-of ... l-toolkit/
then assign a new material (tools tab) and save the my_object.obj as a my_obj.model
the new material will be the material you created from a custom texture.
also there is some assets for grimrock 1, that you can convert for grimrock 2, you need to rewrite the object definition, but with the log2 asset pack as example, its easy to do. Then use the defaut difuse textures of the grimrock1 objects, and make new normal and specular textures.
here is some of the asset for grimrock 1, on the nexus:
carpet model:
http://www.nexusmods.com/grimrock/mods/179/?
tapestry:
http://www.nexusmods.com/grimrock/mods/168/?
desk:
http://www.nexusmods.com/grimrock/mods/185/?
also there is germany's dungeon master pack, converted by minmay for log 2, where you may find some decorations.
it has a long carpet in it
http://www.nexusmods.com/legendofgrimrock2/mods/48/?
for the walls, I dont think there is anything that fit your need.
you have to make them from scratch. Best way is to use a 2d model, flat wall, and search/use textures on the internet.
here is a part of the town tileset that I converted for my needs in log2. It has 2 simple models (blackwall.model and wood_wall.model) that can be used for basic walls, you just have to find appropriated textures and use them on one of these models.
https://www.dropbox.com/s/3nqb4cn6vtlyf ... .rar?dl=0#
for what you did not find:
maybe you can modify some of the existing models or try on http://www.tf3dm.com or http://www.turbosquid.com
there is free models, that you can use for your dungeon. You 'll need to import them in blender with the pluggin viewtopic.php?f=22&t=8086
and export them into my_object.obj, then open them with the GMT tool http://www.johnwordsworth.com/legend-of ... l-toolkit/
then assign a new material (tools tab) and save the my_object.obj as a my_obj.model
the new material will be the material you created from a custom texture.
Last edited by bongobeat on Mon Oct 10, 2016 11:43 pm, edited 1 time in total.
Re: I'd like some help in creating my first map
the format for diffuse and specular maps is identical between grimrock 1 and grimrock 2, only normal maps need to be converted
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.