exterior flora asset pack

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Drakkan
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Re: exterior flora asset pack

Post by Drakkan »

sounds cool, I could always use some exterior flora. Hope it will be not slowing game too much :)
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odinsballs
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Re: exterior flora asset pack

Post by odinsballs »

Drakkan wrote:sounds cool, I could always use some exterior flora. Hope it will be not slowing game too much :)
the slowdown is dependent of how much one crams in there (and what type of rig one has) the most lag causing model is the ashtree model so thats to be used very sparsely. but the gras/plants/and other trees (green and dead) shouldn't cause that much trouble (actually the same limitation one gets when decorating a dungeon to full extend, looks exellent, but the game engine....he no like it :? ) the cave tunnel prop shouldn't cause any mayor lag either. so basically it comes down to not overdoing it .
also one should be prepared to patchwork a lot of assets (no tileset for this) but al in al it wil be usefull to build exteriors with a less claustrophobic feel to them (trees ending at the 1st store ceiling didn't cut it for me).
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odinsballs
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Re: exterior flora asset pack

Post by odinsballs »

one step closer to a useable (static) skybox solution based on skuggasvein's skyboxes i used what i call a blackwall solution this means you make a single vertical mesh plane equal in size to one single skybox wall , texture it plain black and script it like a fake secret door. you then place this blackwall right inbetween two skyboxes to ensure that the skybox doesnt go transparent under certain viewing angles (it does that wich is anoying if yer using multiple textured skybox types since a blue sky then suddenly has textures from other skyboxes visible through sidewalls, well with a blackwall prop thats a thing of the past, thus making the skyboxes a hell of a lot more useable :D
Grimfan
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Re: exterior flora asset pack

Post by Grimfan »

The interest I have with this mod is how it will gel with Skugg's forest assets if and when he releases them (I have no idea at what stage he's at). Together your two mods may be really able to bring an outdoor setting to life. :)
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odinsballs
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Re: exterior flora asset pack

Post by odinsballs »

of course skuggs stuf will certainly be better balanced (i suspect) currently i'm still figuring out what content to cut and what to keep
on account that you can cram in ther whatever one likes but the games engine can only have a certain amount of props and "open skies" in it before the framerate starts dropping (wich should be no problem if you got a monstrously heavy graphic card those will easily run this type of customization) i'm trying to make these props so that the general public can utilize them, and not only people with a monster rig, current content of pack 1 :
4 skyboxes (based on yuleland but smoothed and retextured
4 dead trees
4 creepy trees (with large tufts of moss hanging from them)
1 green birch (2 part construct tree/canopy)
4 plant types (2 fern types,broadleaf,aralia plant
cave entrance prop (lego part if you will)
canyon wall prop (lego part for creating canyon and semi cave enviroment 2 store custom sized)
cave ceiling tiles (2 levels also for legoing semi cave enviroment)
1 statue (deco)
1 well (deco)
1 merchants/farmers cart (deco)
1 cornpatch prop (deco)
4 withered headstones (deco celtic styled)
1 graspatch type (mesh grass)
1 forest floor tile prop (for creatng a floor more suitable for forest env.
and some utilitie props few of my own but mostly based of of skuggasveins yuleland (there were some very nifty utilitie props in that one)

anyhoo these should be enough for creating a first basic forest and cave enviroment.
its all pretty heavy but working crash free , i don't wanna toot me own horn but one can do nice things with these.
and it doesnt have that claustrofobic tunnel look (like the video of forest wallset way back in early stages).
looking at content list i'd say pack 1 is almost ready to go.... just need to clean up pack for upload and finnish my pack 1 showcase forest level (wich confronts one with all pro's and contras this type of props has) also i'm running this thing on a 6 years+ old rig with unstable sli system so chances are if you have gpu's that aren't as outdated as mine you'l be running this more smoothly 8-)
to prevent the whole when and if released bit i'm doing these in packs so ican release those on a regularbase pack 1 coming soon
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Wanderer
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Re: exterior flora asset pack

Post by Wanderer »

Hi,
I could also use an outdoor tileset/props in my mod.
Your work sounds very promising.

lg Wanderer
My first LoG-Mod: Abandoned Places 2
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odinsballs
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Re: exterior flora asset pack

Post by odinsballs »

Wanderer wrote:Hi,
I could also use an outdoor tileset/props in my mod.
Your work sounds very promising.

lg Wanderer
well i'm currently cleaning and packing stuff to clean version so pack 1 will be up in relative short time once that one is released i'll work on more similar stuff for add ons to pack 1 :D
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Wanderer
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Re: exterior flora asset pack

Post by Wanderer »

Odin, I am here if you need someone testing your Work.
If I can manage to combine your tileset + Grimwidgets, there might be some nice (unseen) results :mrgreen:

lg Wanderer
My first LoG-Mod: Abandoned Places 2
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odinsballs
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Re: exterior flora asset pack

Post by odinsballs »

Wanderer wrote:Odin, I am here if you need someone testing your Work.
If I can manage to combine your tileset + Grimwidgets, there might be some nice (unseen) results :mrgreen:

lg Wanderer
well if yer up for it and don' t need a demo level i can drop the pack 1 in dropbox (its cleaned up and all) and you can have a swing at it some help with polishing and testing before official pack1 release would be very helpfull indeed stay tuned i'll be dropping a link for dropbox within half ;) hour
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Wanderer
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Re: exterior flora asset pack

Post by Wanderer »

Ok, I stay tuned...
My first LoG-Mod: Abandoned Places 2
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