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Re: [WIP] Keys, Gems, Locks and Doors [Partially Released]
Posted: Fri Jan 11, 2013 3:33 am
by LordYig
Thanks you all for the comments.
crisman wrote:Two things thought:
The icons of the keys are all messed up.
Could you clarify this ? What is messed up exactly ?
Obviously I may have made a mistake somewhere but I haven't seen anything wrong ?
What is not working on your part ?
I have made a mistake in the first 20 or 30 minutes of availability of the file since it was missing the icon file !
Sorry for that. But it has been corrected since as far as I know.
Do you still see any mistake after a source update ?
Please report any mistake on my part in order to allow me to correct this as fast as possible.
crisman wrote:
The second thing are the locks that are duplicated ( I see in the asset browser for example: "lock_gem_01" and "lock_gem_01_red" but they look identical)
Well I understand this since I did not mention it on purpose.
In the teaser screen shots I have shown a few days (weeks?) back I have 'mentioned coloured version of the locks and the keys (I.E. meaning ruby keys as red, emerald as greens and so on.)
I wondered if I should mention this anywhere but your remark show that I should have done so.
Anyway do not care too much about this and please regard this as bonus

You have a default neutral grey metal lock and some coloured depending on the models.
5 bonus model in all I guess.
thanks

Re: [WIP] Keys, Gems, Locks and Doors [Partially Released]
Posted: Fri Jan 11, 2013 3:54 am
by crisman
Basically, the gems keys have the icons mixed up:
For example:
the Ruby key has the Amethyst key Icon
The Sapphire key has the Ruby key icon
The Amethyst key has no icon at all, and so on.
Nothing too serious, I just have to modify the atlas indexes
But again, thanks for them

Re: [WIP] Keys, Gems, Locks and Doors [Partially Released]
Posted: Fri Jan 11, 2013 4:06 am
by LordYig
crisman wrote:Basically, the gems keys have the icons mixed up:
For example:
the Ruby key has the Amethyst key Icon
The Sapphire key has the Ruby key icon
The Amethyst key has no icon at all, and so on.
Nothing too serious, I just have to modify the atlas indexes
But again, thanks for them

Damn it !
I have change the indexes at the last minutes without proper testing ! Shame on me !
I'll correct this this week-end !
Re: [WIP] Keys, Gems, Locks and Doors [Partially Released]
Posted: Fri Jan 11, 2013 8:37 pm
by LordYig
Ok, the items icon ids have been corrected.
The download file has been updated with a correct lua definition for items.
You can download the new file if you want to avoid manual editing in the lua file.
Check the newest file at
GrimrockNexus
Thanks for the report
crisman 
Re: [WIP] Keys, Gems, Locks and Doors [Partially Released]
Posted: Sun Jan 13, 2013 1:00 am
by LordYig
Another update, and double post... ...
I have finally finished the gems and alcoves collection.
I have updated the first post.
The round shape alcoves :
The same alcoves group with gems placed in their slot :
The same group filled with some gems.
A group a of nine alcoves prepared for some puzzle :

|

This pack has been released at
grimrock.nexusmods.com Alcoves And Gems Collection
Like last time, if you encounter any bug/error please report them and allow me to correct any mistake I may have made. Thanks.
Now I'll start to work on the doors...
There is still some job to do !

Re: [2nd partial release] Keys, Gems, Locks and Doors
Posted: Sun Jan 13, 2013 1:03 am
by Leki
One word: Excelent!
Re: [2nd partial release] Keys, Gems, Locks and Doors
Posted: Sun Jan 13, 2013 11:52 pm
by LordYig
A little update on my progress.
I'm struggling with the diffuse textures of my doors.
I can't determine what level of detail I should add and what kind of effect would look fine.
Here are five shot of the same design with various change made to the base texture.
1. Base texture, Clean wood and metal. Only scratch here and there.
2. Added a layer of dirt on the metal and played with the saturation on some region of the wood.
3. Previous dirt layer plus a moss layer on the whole door.
4. Dirt and moss layer combined and played with saturation and light effect.
5. A refined version of the number 4.

Please, tell me which one you prefer and if they are good or not.
I cannot say myself, I don't even know if the design is fine or not any more...
Thanks.
Re: [2nd partial release] Keys, Gems, Locks and Doors
Posted: Sun Jan 13, 2013 11:55 pm
by Neikun
I like .4 Best, .1 is good as well.
I feel like it may just be your normal map that needs adjusting. Give it more depth, or create a bump map of the diffuse first, and then make the normal.
Re: [2nd partial release] Keys, Gems, Locks and Doors
Posted: Sun Jan 13, 2013 11:59 pm
by scorp29
I like 2 and 4; but if I have to choose, it will be the door number 4.
Re: [2nd partial release] Keys, Gems, Locks and Doors
Posted: Mon Jan 14, 2013 12:01 am
by LordYig
Neikun wrote:I like .4 Best, .1 is good as well.
I feel like it may just be your normal map that needs adjusting. Give it more depth, or create a bump map of the diffuse first, and then make the normal.
Yes, I have tried that already and I don't like the result at all.
It make the wood too bumpy, and the metal surface looks awful.
The light reflections are the worst...
The wood reflect light like metal and the shadow looks ugly.
It might be that my specular map is crappy as well...
I have re-started from scratch from the first height map just to adjust the diffuse before going further.
I'll try again with a smoother height map just to see if I can achieve something nicer.
Thanks.