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Re: Wagtunes' Modding Questions
Posted: Tue May 18, 2021 2:52 am
by Isaac
Have you followed along with some basic mesh modeling & texturing tutorials for Blender?
If not... try this one.
https://www.youtube.com/watch?v=TPrnSAC ... rt_radio=1
*This is a full beginner course, so skip ahead as you will; it does cover modeling, UV, and materials.
I don't know of any Grimrock specific Blender tutorials, but knowing the Blender basics leads to an understanding what's needed for asset creation.
**UV:
https://youtu.be/nht2RoYBUfA?t=94
But as far as actual texturing goes, you only need to create and name the material for it to function in the game; to use a defined material of the same name. As for the image you choose... iron_portcullis might work fine; same for the iron_door material. But if they don't suit, then you can save out images (you make) from Blender, and use them to define your custom material.
Your models need UVs.
Re: Wagtunes' Modding Questions
Posted: Tue May 18, 2021 3:11 am
by wagtunes
Isaac wrote: ↑Tue May 18, 2021 2:52 am
Have you followed along with some basic mesh modeling & texturing tutorials for Blender?
If not... try this one.
https://www.youtube.com/watch?v=TPrnSAC ... rt_radio=1
*This is a full beginner course, so skip ahead as you will; it does cover modeling, UV, and materials.
I don't know of any Grimrock specific Blender tutorials, but knowing the Blender basics leads to an understanding what's needed for asset creation.
**UV:
https://youtu.be/nht2RoYBUfA?t=94
I already watched the entire Blender tutorial series made by the official site. It was like 40 something videos. Like I said, I had no problem making my egg and cube but for some reason the ring (think it's called a sphere) comes out white.
The steps are not difficult.
1. Create model.
2. Add texture(s)
3. Export as LoG model
It's not rocket science.
Re: Wagtunes' Modding Questions
Posted: Tue May 18, 2021 3:13 am
by Isaac
Not exactly.
Your models need UVs for them to render with a material.
Re: Wagtunes' Modding Questions
Posted: Tue May 18, 2021 3:31 am
by wagtunes
Isaac wrote: ↑Tue May 18, 2021 3:13 am
Not exactly.
Your models need UVs for them to render with a material.
Okay, I deleted the model to start over. Now when I start up the editor and load the dungeon I get this error.
[String: "Arch.Lua"] undefined object ring_of_ra
Okay, where is Arch.Lua? I can't find it anywhere in my dungeon files.
Re: Wagtunes' Modding Questions
Posted: Tue May 18, 2021 3:35 am
by Isaac
What you need to do is to open dungeon.lua, and delete the line that spawns your object ring_of_ra.
To avoid this in the future, you just delete (in editor) any object that you (plan to) remove the definition; save, then reload.
Re: Wagtunes' Modding Questions
Posted: Tue May 18, 2021 3:48 am
by wagtunes
Isaac wrote: ↑Tue May 18, 2021 3:35 am
What you need to do is to open dungeon.lua, and delete the line that spawns your object ring_of_ra.
To avoid this in the future, you just delete (in editor) any object that you (plan to) remove the definition; save, then reload.
Okay, part of the mystery solved. Just to see if it was indeed the object I started with (torus) I instead used a cube, even though it's the wrong shape. I went through the same steps, brought it into model toolkit, assigned a texture, saved it and reloaded the dungeon and the texture appears on the object.
So for whatever reason, torus shape does not work with LoG as far as textures holding.
You say it has to have a UV. How can I tell if the torus shape has a UV in Blender? What are the steps?
Re: Wagtunes' Modding Questions
Posted: Tue May 18, 2021 3:52 am
by Isaac
**UV:
https://youtu.be/nht2RoYBUfA?t=94
The UV Editing tab in Blender; usually fourth from the right along the top, to the right of the Help menu.
Re: Wagtunes' Modding Questions
Posted: Tue May 18, 2021 3:58 am
by wagtunes
Okay, yes, it has a UV.
So what's the problem? I did the exact same steps for the cube I created as for the torus yet the torus comes out white no matter what I do to it.
Re: Wagtunes' Modding Questions
Posted: Tue May 18, 2021 4:02 am
by Isaac
Have you had a chance to look at the Blender course I linked to yet? The material texturing section illustrates it in greater detail.
But the gist of it is that the object must have its material assigned to the selected UV faces; usually all of them, except in cases of more than one material on the object.
**Note: As mentioned before, the image texture file [shown] does not even need to be there for the export to work fine for Grimrock. Assigning a completely blank material —named "mine_door_spear" would display in the game. All that matters is that the material name be a defined material in the game, or in the mod.
Re: Wagtunes' Modding Questions
Posted: Tue May 18, 2021 10:38 am
by wagtunes
Isaac wrote: ↑Tue May 18, 2021 4:02 am
Have you had a chance to look at the Blender course I linked to yet? The material texturing section illustrates it in greater detail.
But the gist of it is that the object must have its material assigned to the selected UV faces; usually all of them, except in cases of more than one material on the object.
**Note: As mentioned before, the image texture file [shown] does not even need to be there for the export to work fine for Grimrock. Assigning a completely blank material —named "mine_door_spear" would display in the game. All that matters is that the material name be a defined material in the game, or in the mod.
Okay, question: How do you "define" a material in the mod? I've never done that so far and yet with the cube and egg it worked fine. Is the material a file you need to place in textures? Is it a png file? Do I then have to create a script to define it? Answers to these questions will go a long way to getting me through this because quite honestly, I am totally lost now. Why do cubes and eggs work but torus's do not work? It makes no sense to me.