Assets: Mushrooms and Flowers.

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Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: Assets: Mushrooms and Flowers.

Post by Skuggasveinn »

Eleven Warrior wrote: EDIT: Almost forgot. There are no Normal or Specular textures for the flowers as the only texture that came with them was Jpeg textures. Issac explained something to me but I cannot remember soz Issac. They still look reasonable. The gloss is set at 20 so you might want to experiment with different numbers.

If any one else can add the other 2 textures by all means and let us know how it turns out.
vast majority of items in Grimrock don't have Normal maps, they just have diff and spec maps, so you would just have to create one extra map for the flowers (you could also throw in a emissive map for some of them for bio luminessens effect, if that fits the flower, underground, underwater etc.)
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Assets: Mushrooms and Flowers.

Post by Eleven Warrior »

Hi Skuggs good to see your back awesome. As for what you said I really don't know how to do any of those things. That's why I put them here and maybe hope someone with better talents do it.

I am sorry about this but at night time the Flowers are very bright as Bongo pointed out to me. I am waiting for Bongo to help me on this matter, so once again sorry for my oversight on this problem :oops:
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Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Assets: Mushrooms and Flowers.

Post by Eleven Warrior »

Hi all.

Ok I have fixed the problem with the lighting thxs to Bongo for his valuable help. In the flowers.lua file you need to delete all the code and replace it with this new code:

Code: Select all

defineObject{
	name = "flower_1",
	baseObject = "base_item",
	tags = { "forge_herb" },
	components = {
		{
			class = "Model",
			model = "mod_assets/models/flowers/Bonny_Cl.fbx",
		},
		{
			class = "Item",
			uiName = "Bonny Flower",
			gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
			gfxIndex = 0,
			weight = 0.2,
			stackable = true,
		},
	},
}
defineMaterial{
	name = "Bonny_Pe",
	diffuseMap = "mod_assets/models/flowers/Bonny_Pe.tga",
	specularMap = "assets/textures/common/black.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineObject{
	name = "flower_3",
	baseObject = "base_item",
	tags = { "forge_herb" },
	components = {
		{
			class = "Model",
			model = "mod_assets/models/flowers/Multicol.fbx",
		},
		{
			class = "Item",
			uiName = "Yellow Orange Flower",
			gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
			gfxIndex = 1,
			weight = 0.2,
			stackable = true,
		},
	},
}
defineMaterial{
	name = "Sepal0",
	diffuseMap = "mod_assets/models/flowers/Sepal0.tga",
	specularMap = "assets/textures/common/black.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineObject{
	name = "flower_4",
	baseObject = "base_item",
	tags = { "forge_herb" },
	components = {
		{
			class = "Model",
			model = "mod_assets/models/flowers/Orange_s.fbx",
		},
		{
			class = "Item",
			uiName = "Light Orange Flower",
			gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
			gfxIndex = 2,
			weight = 0.2,
			stackable = true,
		},
	},
}
defineMaterial{
	name = "Sepal1",
	diffuseMap = "mod_assets/models/flowers/Sepal1.tga",
	specularMap = "assets/textures/common/black.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineObject{
	name = "flower_5",
	baseObject = "base_item",
	tags = { "forge_herb" },
	components = {
		{
			class = "Model",
			model = "mod_assets/models/flowers/Pink_fri.fbx",
		},
		{
			class = "Item",
			uiName = "Pink Flower",
			gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
			gfxIndex = 3,
			weight = 0.2,
			stackable = true,
		},
	},
}
defineMaterial{
	name = "Sepal2",
	diffuseMap = "mod_assets/models/flowers/Sepal2.tga",
	specularMap = "assets/textures/common/black.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineObject{
	name = "flower_6",
	baseObject = "base_item",
	tags = { "forge_herb" },
	components = {
		{
			class = "Model",
			model = "mod_assets/models/flowers/Primrose.fbx",
		},
		{
			class = "Item",
			uiName = "Primrose Flower",
			gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
			gfxIndex = 4,
			weight = 0.2,
			stackable = true,
		},
	},
}
defineMaterial{
	name = "Primrose",
	diffuseMap = "mod_assets/models/flowers/Primrose.tga",
	specularMap = "assets/textures/common/black.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineObject{
	name = "flower_7",
	baseObject = "base_item",
	tags = { "forge_herb" },
	components = {
		{
			class = "Model",
			model = "mod_assets/models/flowers/Red_flow.fbx",
		},
		{
			class = "Item",
			uiName = "White Pink flow Flower",
			gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
			gfxIndex = 5,
			weight = 0.2,
			stackable = true,
		},
	},
}
defineMaterial{
	name = "ST_Petal",
	diffuseMap = "mod_assets/models/flowers/ST_Petal.tga",
	specularMap = "assets/textures/common/black.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineObject{
	name = "flower_8",
	baseObject = "base_item",
	tags = { "forge_herb" },
	components = {
		{
			class = "Model",
			model = "mod_assets/models/flowers/Red_rose.fbx",
		},
		{
			class = "Item",
			uiName = "Red Rose Flowers",
			gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
			gfxIndex = 6,
			weight = 0.2,
			stackable = true,
		},
		{
			class = "Particle",
			particleSystem = "etherweed",
		},
	},
}
defineMaterial{
	name = "Sepal3",
	diffuseMap = "mod_assets/models/flowers/Sepal3.tga",
	specularMap = "assets/textures/common/black.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineObject{
	name = "flower_10",
	baseObject = "base_item",
	tags = { "forge_herb" },
	components = {
		{
			class = "Model",
			model = "mod_assets/models/flowers/Small_mu.fbx",
		},
		{
			class = "Item",
			uiName = "Small Sun Flower",
			gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
			gfxIndex = 7,
			weight = 0.2,
			stackable = true,
		},
	},
}
defineMaterial{
	name = "Sepal5",
	diffuseMap = "mod_assets/models/flowers/Sepal5.tga",
	specularMap = "assets/textures/common/black.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineObject{
	name = "flower_11",
	baseObject = "base_item",
	tags = { "forge_herb" },
	components = {
		{
			class = "Model",
			model = "mod_assets/models/flowers/Snow_this.fbx",
		},
		{
			class = "Item",
			uiName = "Smal Yellow Flower",
			gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
			gfxIndex = 8,
			weight = 0.2,
			stackable = true,
		},
	},
}
defineMaterial{
	name = "Sonchus_",
	diffuseMap = "mod_assets/models/flowers/Sonchus_.tga",
	specularMap = "assets/textures/common/black.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineObject{
	name = "flower_12",
	baseObject = "base_item",
	tags = { "forge_herb" },
	components = {
		{
			class = "Model",
			model = "mod_assets/models/flowers/White_fl.fbx",
		},
		{
			class = "Item",
			uiName = "White Flower",
			gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
			gfxIndex = 9,
			weight = 0.2,
			stackable = true,
		},
	},
}
defineMaterial{
	name = "Sepal6",
	diffuseMap = "mod_assets/models/flowers/Sepal6.tga",
	specularMap = "assets/textures/common/black.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineObject{
	name = "flower_13",
	baseObject = "base_item",
	tags = { "forge_herb" },
	components = {
		{
			class = "Model",
			model = "mod_assets/models/flowers/Yelow_f.fbx",
		},
		{
			class = "Item",
			uiName = "Yelow Flowers",
			gfxAtlas = "mod_assets/textures/other_items_atlas/flowers_1.tga",
			gfxIndex = 10,
			weight = 0.2,
			stackable = true,
		},
	},
}
defineMaterial{
	name = "Sepal7",
	diffuseMap = "mod_assets/models/flowers/Sepal7.tga",
	specularMap = "assets/textures/common/black.tga",
	doubleSided = true,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}
So I had to change the following bits high lighted:

defineMaterial{
name = "Sepal0",
diffuseMap = "mod_assets/models/flowers/Sepal0.tga",
specularMap = "assets/textures/common/black.tga",
doubleSided = true,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
}

Also Bongo has helped me again by making the models with less kb's, Mb's. They are now smaller in memory usage.

I will zip them in 2 days and will add them to my Dropbox
User avatar
Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Assets: Mushrooms and Flowers.

Post by Eleven Warrior »

Skuggasveinn wrote:
Eleven Warrior wrote: EDIT: Almost forgot. There are no Normal or Specular textures for the flowers as the only texture that came with them was Jpeg textures. Issac explained something to me but I cannot remember soz Issac. They still look reasonable. The gloss is set at 20 so you might want to experiment with different numbers.

If any one else can add the other 2 textures by all means and let us know how it turns out.
vast majority of items in Grimrock don't have Normal maps, they just have diff and spec maps, so you would just have to create one extra map for the flowers (you could also throw in a emissive map for some of them for bio luminessens effect, if that fits the flower, underground, underwater etc.)
So how do you do the (emissive map) it sounds cool :)
User avatar
AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: Assets: Mushrooms and Flowers.

Post by AdrTru »

you must create black picture with ( imho dark color ) masks for glowing. ( black color is like alpha )
If you make this mask light, this emmision picture will cover your diffuse picture.

and in material definition you write line eg.:
emissiveMap = "mod_assets/textures/swamp_spore_mushroom_emissive.tga",
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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