[Asset] Adventurer's Food Supply 1.0 (Released)

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LordYig
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Re: [Asset] Adventurer's Food Supply 1.0 (Released)

Post by LordYig »

Komag wrote:I like some of them a lot! Perhaps the eggs should rest on their side :)
Done ! :)

I have released the pack !
Bellow you'll find the list of the changes since the last update.
See the first post for details and the download link.
  • Added Icons for all models.
  • Added normal maps on all models.
  • Made new textures for the two types of bread.
  • Made a new texture for the huge egg.
  • Updated screenshots.
Enjoy ! ;)
Batty
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Re: [Asset] Adventurer's Food Supply 1.0 (Released)

Post by Batty »

Thanks very much for this, I've started putting the food in my dungeon, they look as good as base game food (actually, they look better ;) ).

I hope you make more items, top quality!
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LordYig
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Re: [Asset] Adventurer's Food Supply 1.0 (Released)

Post by LordYig »

Batty wrote:Thanks very much for this, I've started putting the food in my dungeon, they look as good as base game food (actually, they look better ;) ).

I hope you make more items, top quality!
Thanks for the feedback.
I'm glad you like the final product ! :D

Actually, I think that my textures looks pretty bad in regards to the textures from the game items :lol:
The textures from the game have a 128x128 pixels definitions, while I am using 256x256 pixels map by default and even two textures per model for some of the items !

So if yo ask me, that's the difference between the mundane modder, such as myself, and the professionals at Almost Human !
What they can achieve with a single texture in quality for a model, takes two textures per model and maps of four times the size for me !
Not mentioning that I have added normal maps (thanks again to Antti for the tip!) and it improves the details on the model a lot !
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thomson
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Re: [Asset] Adventurer's Food Supply 1.0 (Released)

Post by thomson »

Have you considered adding bad things to the mix, e.g. poisonous mushrooms, rotten apples, molded bread etc?
That could be an interesting enhancement if you make good and bad items look very similar and name them identically. Players would have to carefully inspect something before eating.

On the other hand, this could be a plot element. Some remote village is starving, because bad warlock cursed the whole land. The party starts with some good food, but what they found in their adventures is mostly rotten.

Some items could be obviously toxic (like red mushroom with white dots), but others could be rather subtle and differ only in details, e.g. forest berries.
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Neikun
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Re: [Asset] Adventurer's Food Supply 1.0 (Released)

Post by Neikun »

LordYig's Adventurer's Toxic Food Supply hmmm?
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steyrhahn
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Re: [Asset] Adventurer's Food Supply 1.0 (Released)

Post by steyrhahn »

How about a McDonald's cheeseburger and large fries?
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thomson
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Re: [Asset] Adventurer's Food Supply 1.0 (Released)

Post by thomson »

steyrhahn wrote:How about a McDonald's cheeseburger and large fries?
Yeah! Make them extra large! But after you eat 10 of those, your party becomes overweight and then moves slower.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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LordYig
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Re: [Asset] Adventurer's Food Supply 1.0 (Released)

Post by LordYig »

thomson wrote:Have you considered adding bad things to the mix, e.g. poisonous mushrooms, rotten apples, molded bread etc?
That could be an interesting enhancement if you make good and bad items look very similar and name them identically. Players would have to carefully inspect something before eating.

On the other hand, this could be a plot element. Some remote village is starving, because bad warlock cursed the whole land. The party starts with some good food, but what they found in their adventures is mostly rotten.

Some items could be obviously toxic (like red mushroom with white dots), but others could be rather subtle and differ only in details, e.g. forest berries.
There are some interesting ideas, here ! :)

IMHO, it only needs some scripting if you want to mislead the player with the same model and icons for the object.
If you want to add some small and hard to notice difference, that's another thing.
You can always modify the base texture to add some small moisture dots or things like that.

While doing this pack I was wondering if I would add mushrooms or not, but since some could be used in alchemy I decided to wait for later if i did an alchemy ingredient pack, which I would like to do at some point.
Batty
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Re: [Asset] Adventurer's Food Supply 1.0 (Released)

Post by Batty »

Yeah, I also prefer the base game system with the rotten pitroot bread. Same model, but different UIName so you have to pay attention. If the model is festering, oozing, steaming and generally foul, the player will never eat it (might make for nice visuals though, a rotting pile of food).
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