I'd like some help in creating my first map

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Pink Dark Boy
Posts: 19
Joined: Tue Oct 04, 2016 11:22 am

Re: I'd like some help in creating my first map

Post by Pink Dark Boy »

No, thanks for the advice, I'll try it
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Isaac
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Joined: Fri Mar 02, 2012 10:02 pm

Re: I'd like some help in creating my first map

Post by Isaac »

Here is a link to a more up to date scripting reference for Grimrock 2.

https://github.com/JKos/log2doc/wiki
Pink Dark Boy
Posts: 19
Joined: Tue Oct 04, 2016 11:22 am

Re: I'd like some help in creating my first map

Post by Pink Dark Boy »

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! :D I've read many people hate it but I relly like it so much I think it is very pleasant
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THOM
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Re: I'd like some help in creating my first map

Post by THOM »

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...
THOM formaly known as tschrage
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My MOD (LoG1): Castle Ringfort Thread
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Pink Dark Boy
Posts: 19
Joined: Tue Oct 04, 2016 11:22 am

Re: I'd like some help in creating my first map

Post by Pink Dark Boy »

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.
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zimberzimber
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Re: I'd like some help in creating my first map

Post by zimberzimber »

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.
My asset pack [v1.10]
Features a bit of everything! :D
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akroma222
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Re: I'd like some help in creating my first map

Post by akroma222 »

zimberzimber 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.
That's a neat idea hey 8-)

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 :roll:
I think the ambient tracks really add to the 'alone against the dungeon' vibe Grimrock has going
Pink Dark Boy
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Re: I'd like some help in creating my first map

Post by Pink Dark Boy »

BTW, I don't think I will put something like that in the map I'm creating right now (however, who knows :roll: ) 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:

Image

Image

Image
bongobeat
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Re: I'd like some help in creating my first map

Post by bongobeat »

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.
Last edited by bongobeat on Mon Oct 10, 2016 11:43 pm, edited 1 time in total.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
minmay
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Re: I'd like some help in creating my first map

Post by minmay »

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
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