Hmm...just tried and replaced the tentacle material with a custom material (dif, spec and normal all custom textures). Worked without problems, both in the editor and in game. No idea what's wrong on your side. Just to check, this is what you need to do:
1. Open the drainage_tentacles.model from the asset pack with the GMT.
2. Select Node 50: drainage_tentacles_mesh
3. Under Node Segments select Segment 0: drainage_tentacles
4. Type in the name of your custom material (entrail) in the box below and click on 'Set Material'.
5. Save the model.
And if I were you I would delete the redundant lines (and if it's only for testing, you can add them afterwards if you're really sure they do something - I'm pretty sure they don't, but who knows), you never know what happens if you insert stuff that is not accepted by the engine into a script.
texture advice needed
- odinsballs
- Posts: 288
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- Location: south of heaven
Re: texture advice needed
thanks phitt that actually could be it, as for the other layers they actually dont't cause any stink to what extend these work i havent specified yet, but they dont cause any crashes or such .Phitt wrote:Hmm...just tried and replaced the tentacle material with a custom material (dif, spec and normal all custom textures). Worked without problems, both in the editor and in game. No idea what's wrong on your side. Just to check, this is what you need to do:
1. Open the drainage_tentacles.model from the asset pack with the GMT.
2. Select Node 50: drainage_tentacles_mesh
3. Under Node Segments select Segment 0: drainage_tentacles
4. Type in the name of your custom material (entrail) in the box below and click on 'Set Material'.
5. Save the model.
And if I were you I would delete the redundant lines (and if it's only for testing, you can add them afterwards if you're really sure they do something - I'm pretty sure they don't, but who knows), you never know what happens if you insert stuff that is not accepted by the engine into a script.
- odinsballs
- Posts: 288
- Joined: Thu Dec 20, 2012 4:25 pm
- Location: south of heaven
Re: texture advice needed
heres a link to screenshot of how entrail looks currently.
http://grimrock.nexusmods.com/images/46
this one was put ingame with the modified spec and normal map replacing gr asset pack ones.
the other 3 layers i had made are also used for these screenshots (still havent figured out what im doing wrong) but at least it doesnt look completely crap so hurrah for that.
http://grimrock.nexusmods.com/images/46
this one was put ingame with the modified spec and normal map replacing gr asset pack ones.
the other 3 layers i had made are also used for these screenshots (still havent figured out what im doing wrong) but at least it doesnt look completely crap so hurrah for that.
- odinsballs
- Posts: 288
- Joined: Thu Dec 20, 2012 4:25 pm
- Location: south of heaven
Re: texture advice needed
i put a currently quite well looking/working retexture wip version of entrail up on grimrock nexus for you people to download:
http://grimrock.nexusmods.com/mods/181/
its currently crash free (but thats because i used the replace normal and spec in gr asset pack option ...yes that does work!).
if anybody likes it feel free to use, and if anyone sees room for improvements do enlighten me (concerning grimrock modding i'm still a beginner).
http://grimrock.nexusmods.com/mods/181/
its currently crash free (but thats because i used the replace normal and spec in gr asset pack option ...yes that does work!).
if anybody likes it feel free to use, and if anyone sees room for improvements do enlighten me (concerning grimrock modding i'm still a beginner).
Re: texture advice needed
Like I said, replacing the textures in the asset pack does not make any difference. Anything that begins with "assets" is calling the original data from the game itself, and the asset pack is separate from that. The asset pack is stand-alone and purely for you to use as a resource.
As a result, the material that you've defined does exactly that - uses the spec and normal maps from the game, which means your new spec and normal maps won't even be called into use, no matter whether you copy them to the asset pack or not.
In order to use them correctly you need to put them in the textures folder found in your dungeon's mod_assets, and then call them from there when you define your material, each part of which should start with "mod_assets" instead of "assets", exactly like you've done with your dif map.
So, what you're looking for is something like this:
diffuseMap = "mod_assets/textures/monsters/entrail_dif.tga",
specularMap = "mod_assets/textures/monsters/drain_tentacles_spec.tga",
normalMap = "mod_assets/textures/monsters/drain_tentacles_normal.tga",
That being said, if your new spec and normal maps are the same as the original ones, then you don't need to copy them in the first place, just leave it as "assets" and let the game do it for you.
As a result, the material that you've defined does exactly that - uses the spec and normal maps from the game, which means your new spec and normal maps won't even be called into use, no matter whether you copy them to the asset pack or not.
In order to use them correctly you need to put them in the textures folder found in your dungeon's mod_assets, and then call them from there when you define your material, each part of which should start with "mod_assets" instead of "assets", exactly like you've done with your dif map.
So, what you're looking for is something like this:
diffuseMap = "mod_assets/textures/monsters/entrail_dif.tga",
specularMap = "mod_assets/textures/monsters/drain_tentacles_spec.tga",
normalMap = "mod_assets/textures/monsters/drain_tentacles_normal.tga",
That being said, if your new spec and normal maps are the same as the original ones, then you don't need to copy them in the first place, just leave it as "assets" and let the game do it for you.
- odinsballs
- Posts: 288
- Joined: Thu Dec 20, 2012 4:25 pm
- Location: south of heaven
Re: texture advice needed
well the normal and spec are only renamed they are completely rendered of of the entrail dif (wich looks completely different from drain tentacle, more like a las plagas thingy) thats why it needs the normal and spec changed. ive been trying various suggested methods, i've been flinging textures and scriptlines around my folder like a berserk norseman all to no effect. it ried the gt stuf, i tried various texture locations. the bloody thing wont take those spec and normal maps from "mod_assets_textures" path no matter what i do, so i tried the whole replacement bit (i know that i know shite about modding) but the entrail came out at least somewhat as i had in mind. i would be guessing that changes in gr assets might not apply to the main game (gues you would need to re-export entire grimmrock main game to apply those replacements visibly in game) but my impression was that it did what it should with entrail (how else could it be that the modified/renamed spec and normal turn up correctly ingame).
