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Re: [WIP] Grimrock Model Tookit
Posted: Fri Oct 19, 2012 1:47 pm
by Phitt
Deadlylama wrote:Somehow the recalculate normals function does not seem to work as correct as it should do.
I made a pillar for my wall set, it is a simple stretched box.
but somehow the lighting is messed up upon importing it into the gmt. it looks correct in the toolkit, but ingame the model has some really odd big shadows at its corners that make almost the whole model black.
so i used the "recalculate normals" function. in the toolkit it now shows up with a black side and one side that is halfway black, though ingame it looks quite correct but one side still has the odd shadows.
The first pillar problem is probably related to 'wrong' export settings. I use 3ds max, and when I choose 'export smoothing groups' on object export this kind of problem appears. The smoothing groups stay intact even if you don't check this setting, the exporter simply export them as vertex normals instead. Not sure which program you use, but if you have an option to export smoothing groups or something similar then don't check it.
The second problem is most likely related to the less-than-perfect tangent space calculations that are right now part of the toolkit. That's something we all have to deal with until John fixes it, but he already said he's working on it. It should be good enough to get an idea of how your models look, it's not that bad after all.
The render window never worked for me correctly since some updates ago - almost all my models show up as a weird mess with black sides, stretched vertices or half-transparent/pixelated. As long as everything works fine in game it doesn't matter much to me.
Re: [WIP] Grimrock Model Tookit
Posted: Fri Oct 19, 2012 3:01 pm
by Deadlylama
Phitt wrote:
The first pillar problem is probably related to 'wrong' export settings. I use 3ds max, and when I choose 'export smoothing groups' on object export this kind of problem appears. The smoothing groups stay intact even if you don't check this setting, the exporter simply export them as vertex normals instead. Not sure which program you use, but if you have an option to export smoothing groups or something similar then don't check it.
The second problem is most likely related to the less-than-perfect tangent space calculations that are right now part of the toolkit. That's something we all have to deal with until John fixes it, but he already said he's working on it. It should be good enough to get an idea of how your models look, it's not that bad after all.
The render window never worked for me correctly since some updates ago - almost all my models show up as a weird mess with black sides, stretched vertices or half-transparent/pixelated. As long as everything works fine in game it doesn't matter much to me.
YAY it works now, thank you!
And with me the toolkit also shows some black faces but it looks normal ingame, which is the thing that matters.
Re: [WIP] Grimrock Model Tookit
Posted: Fri Oct 19, 2012 6:23 pm
by Xanathar
Resizing the monsters may be a bit difficult because animations are also tilebased.
Yay I confirm.
I wrote a small C# prog, changing the scaling and translation vectors of the animation files. The result is what you can see in the spoiler block.
To have the movement be vaguely continuous I had to do a reverse transformation to the translation respect to the scaling (scaling *= 0.5 -> translation *= 2.0). Still the snail is much smaller than just 0.5 (probably due to the fact that the key frames are in some hierarchy, likely all other nodes are child of "local_srt" at the very least). Also it's somewhat disproportionate - it has a longer body than shell.
Probably the best that could be done with this snail (apart from trying different solutions like excluding some nodes) is disable the shell and use it as a worm monster
Re: [WIP] Grimrock Model Tookit
Posted: Fri Oct 19, 2012 6:24 pm
by Batty
LOL

step on it!
Re: [WIP] Grimrock Model Tookit
Posted: Fri Oct 19, 2012 7:18 pm
by Deadlylama
Xanathar wrote:
Probably the best that could be done with this snail (apart from trying different solutions like excluding some nodes) is disable the shell and use it as a worm monster

now THAT is a monster

quick, kill it before it lays eggs!
Re: [WIP] Grimrock Model Tookit
Posted: Fri Oct 19, 2012 8:07 pm
by Komag
I'd love to see how that affects other monsters
Re: [WIP] Grimrock Model Tookit
Posted: Fri Oct 19, 2012 9:56 pm
by Xanathar
Much better results here:
Snail:
Spider:
Warden:
The monsters have ok proportions but the walking animation is broken again (walks little more than half a tile, then teleports - the spider seems a phase spider eheh

).
At this point I think it's worth working on an small utility to do this, and add some code with interpolations etc to handle the walk animations (the others seem ok). I love the small warden.
Re: [WIP] Grimrock Model Tookit
Posted: Fri Oct 19, 2012 10:00 pm
by Batty
awwww they need a leash, pets!
Re: [WIP] Grimrock Model Tookit
Posted: Fri Oct 19, 2012 10:24 pm
by Komag
That is so cool! What happens if you only resize them a little, say 20%? or even 1%? Does it immediately screw up the animations no matter the change amount?
Re: [WIP] Grimrock Model Tookit
Posted: Fri Oct 19, 2012 10:31 pm
by Xanathar
It can already be noticed with a 2% decrease in size - although you basically have to know that it's there to notice it.
At 5% it's much more noticeable but still bearable - still at 5% it's easier to notice the animation jump than the reduction in size
