STEAM HULK by Leki [MOD - WIP]

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Leki
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Re: [MOD - WIP] SPACE HULK by Leki

Post by Leki »

odinsballs wrote:
Leki wrote:
odinsballs wrote:once i get my current exterior pack with skysystem out, i'd be more then willing to make an attempt at whooping up some futuristic-apocalyptic exterior props so them boys can go and play a litle planetside. just a suggestion though ;)

Sure, why not.
I am going to start my story on the planet, in gothic city ruins. I would like to use my "village system" to build the level. I mean I would like to make only few building models and few decoration objects and I am sure it will work as charm. If you wanna join (or anybody else), here are references:

SpoilerShow
Full gallery, but I am interested in stuff like bellow and I am sure that for great look is enough to make only 2-4 buildings...
Of course, these must be adapted for 3x3m grid. Player will walk only in the street level, upper levels are only for decoration and 6m is effective maximum to see object, 7m is for roofs etc...

Image

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i painted and made quite a bit of them miniatures and made the tabletop battlegrounds by hand, as a hobby for quite some years, so
i will come up with some varied props and stuff, also i advice the skysystem , i tweaked it so that conflicting crashes caused by monsters no longer happen. so this might be of interest for your project too, tis more fun to run around planetside under a sky then a skybox isnt it :lol:
any specifics on what exact worldtype your aiming for i.e. world time period, technical level, rural, or forge or hive world. that kinda thingy's?
Ok, cool! Today I worked hard to get Genestealer ready for animation, so tomorow I will try to prepare some specification for you.
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Leki
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Re: [MOD - WIP] SPACE HULK by Leki

Post by Leki »

Tonight I worked hard to bring you new screenshot:
Genestealer v0.5 image (monster is ready for animation) + you can see some WIP decoration objects in the scene as well.
For the Emperor!


New pic on the way.
Last edited by Leki on Tue Nov 05, 2013 6:35 am, edited 1 time in total.
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odinsballs
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Re: [MOD - WIP] SPACE HULK by Leki

Post by odinsballs »

yeah that be tyranid genestealers alright, kuddo's for authentic look 8-)
oh yeah p.s. i found a tyranid hormagaunt in my modding dir...... interested perhaps
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Leki
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Re: SPACE HULK by Leki [MOD - WIP]

Post by Leki »

OK, as I promissed, here is specification. It's one bulding in mirrored version and frames + they variants. In other word, make frames, then complete building. I just suggested object definitions as decoration etc... It can be blockade etc in final version...
Well, It's a lot of work... (and sorry for typos, it was in late night :oops: )

Folders:
models: ..\plugins\sh_wallset\sh_models\
textures: ..\plugins\sh_wallset\sh_textures\
script for objects: ..\plugins\sh_wallset\sh_scripts\sh_wallset_planet_objects.lua
script for materials: ..\plugins\sh_wallset\sh_scripts\sh_wallset_planet_materials.lua

Script definitions:
defineObject
object:
name = "XXXX" -- XXXX = see Name format in Specification

defineMaterial{
name = "sh_planet_building_gothic_wall_01",

or
name = "sh_planet_statue_01"

Material naming convence:
difuse: sh_planet_building_XXXX_d.dds -- XXXX = gothic_wall_01, XXXX = metal_01, XXXX = "statue_01", etc...
normal: sh_planet_building_XXXX_n.dds
specular: sh_planet_building_XXXX_s.dds

Specification:


Image
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odinsballs
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Re: SPACE HULK by Leki [MOD - WIP]

Post by odinsballs »

nice specification, so i take the point being all props should be same size as respectively their Original log counterparts, but with conecting pillars slightly placed inwards to fit tile spacing seamless, while maintaining log spacing. as for exterior stuf i wager massive destroyed ruins preferably gothic, and all form of battleground props could go, i.e. tank blokades, rubble piles, and whatnot.
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Leki
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Re: SPACE HULK by Leki [MOD - WIP]

Post by Leki »

odinsballs wrote:nice specification, so i take the point being all props should be same size as respectively their Original log counterparts, but with conecting pillars slightly placed inwards to fit tile spacing seamless, while maintaining log spacing. as for exterior stuf i wager massive destroyed ruins preferably gothic, and all form of battleground props could go, i.e. tank blokades, rubble piles, and whatnot.


Ok.
Some details about the story:
In the First Act you will take a role of young acolyte, who landed on the planet attacked by orcs and his order is to found his master - inquisitor. In this part you will play with 2 characters - an acolyte and space marine who accompaning him as bodyguard. 1st level is a ruins of the city, where ultramarines fight against orcs and you enemies will be basic melee and ranged greenskins.
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Leki
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Re: SPACE HULK by Leki [MOD - WIP]

Post by Leki »

Tonight I finished "walk forward animation" for a Genestealers and made some early atmosphere tests. Of course, it's still v0.7, so there is a lot of work to do, but I guess you can watch the video and let me know if it's on the right way.

EDIT: Video removed, I have to improve that monster first.
Last edited by Leki on Tue Nov 12, 2013 6:27 pm, edited 2 times in total.
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bongobeat
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Re: SPACE HULK by Leki [MOD - WIP]

Post by bongobeat »

looks nice!
you are making me crazy with all this works! :D
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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Frenchie
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Re: SPACE HULK by Leki [MOD - WIP]

Post by Frenchie »

It ran smoothly on my 2007 iMac (128M graph. card). Quite enjoyable except the irritating laugh. A bit too dark for my taste, but thar might be because of my lower graphic settings.

I reckon we'll see the following in the near future? Key cards for key slots, batteries for neon wall lights, energy sockets, stun grenades, med kits, red laser aimers, etc.
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Leki
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Re: SPACE HULK by Leki [MOD - WIP]

Post by Leki »

Weapons Pack 1
I will make some testing scene in next days, so you can test them soon...


Edit: New weapons on the way
Last edited by Leki on Tue Nov 12, 2013 6:27 pm, edited 2 times in total.
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