Page 6 of 9
Re: Making new art assets (and WIP)
Posted: Fri Sep 14, 2012 3:57 pm
by J. Trudel
Bek wrote:Are nonsquare UV's supported? I assume smoothing groups must be, and I can see smoothing on the bricks in that image. Normals are tangent space I imagine, not object space?
I do believe that jails door or monsters would be very hard to texture with a square UV map. While it doesn't answer your question directly, I can't see why UV would need to be square.
Re: Making new art assets (and WIP)
Posted: Fri Sep 14, 2012 4:05 pm
by juho
Bek wrote:Are nonsquare UV's supported? I assume smoothing groups must be, and I can see smoothing on the bricks in that image. Normals are tangent space I imagine, not object space?
Tomm wrote:Now we really need an exporter for blender or modo

too bad I suck at programming.
Agreed, I've asked how it might be done on polycount forums, apparently it shouldn't be too difficult, but it's probably beyond my (very) limited python skills.
Nonsquare uvs and maps are ok. Power of two scaling is preferable. Smoothing is also supported. Normal maps are in tangent space.
We use Modo and Xsi to export .fbx files into our pipeline. Unfortunately the converter we have is built into our in-house engine and asset pipeline and it is difficult to separate it to its own piece of software. We would have released the converter if it would have been easy. We're sorry, but I hope this clarifies the matter a bit. I'm sure it won't take long until an .fbx/.obj to .model converter pops up

Re: Making new art assets (and WIP)
Posted: Fri Sep 14, 2012 8:23 pm
by Isaac
juho wrote:We use Modo and Xsi to export .fbx files into our pipeline. Unfortunately the converter we have is built into our in-house engine and asset pipeline and it is difficult to separate it to its own piece of software. We would have released the converter if it would have been easy. We're sorry, but I hope this clarifies the matter a bit. I'm sure it won't take long until an .fbx/.obj to .model converter pops up

Blender has limited import/export support for the FBX format.
http://wiki.blender.org/index.php/Exten ... todesk_FBX
http://blenderartists.org/forum/showthr ... ter-v0.001
I have not tried creature creation with it yet, but I will soon.
Re: Making new art assets (and WIP)
Posted: Fri Sep 14, 2012 8:37 pm
by Tomm
I believe we need .model and .animation exporter/converter.
Re: Making new art assets (and WIP)
Posted: Sat Sep 15, 2012 2:29 am
by Bek
juho wrote:Nonsquare uvs and maps are ok. Power of two scaling is preferable. Smoothing is also supported. Normal maps are in tangent space.
Thanks, I've had a couple of swords sitting around with 3:1 or 2:1 ratio's and I was hoping I wouldn't have to re UV to get them into grimrock.
Re: Making new art assets (and WIP)
Posted: Sat Sep 15, 2012 6:35 am
by Isaac
Lets say that I wanted to make a new place-able Door asset; one that didn't open in quite the same way as the default doors.
How would I do that? I tried looking at the Door.lua script, but it's either garbled or compressed, or compiled; I can't make head or tails of it.
*I thought Lua was interpreted. (Not all of the scripts look like this for me; the ones in the Lib directory are plain text.)
I would like to try modeling a door like the one on lvl10 in EOB ~(why not? I can learn from it). But I would like to write my own lua script to animate the door... It seems quickest to me to study the official Door.lua ~but I cannot.
I've read somewhere that AH is working on an open asset download (for those assets that can be included); could we get a plain text download for some of the main scripts [like door.lua] ?
**Better yet a mini-tutorial for designing doors and a few other things.
(Or just hints in the forum replies?)
Probably the easiest approach to getting started in creating new assets that use new 3D objects would be to take a pre-existing asset definition from the Legend of Grimrock asset pack and to start replacing its models and animations in its definition with new files one by one and checking that it still works after each new addition.
What are these asset packs; (and is this currently available)?
Re: Making new art assets (and WIP)
Posted: Sat Sep 15, 2012 7:04 am
by petri
We're working on the asset pack. Probably sometime next week.
Door.lua is part of the engine implementation and non-moddable so it won't be part of the asset pack.
Re: Making new art assets (and WIP)
Posted: Sat Sep 15, 2012 7:08 am
by Isaac
petri wrote:We're working on the asset pack. Probably sometime next week.
Door.lua is part of the engine implementation and non-moddable so it won't be part of the asset pack.
Is a door [assets and script] built from scratch, something a user could feasibly create, and get working in the engine?
(Especially a door that might not simply rise to open.)
** This question could also be asked of trapdoor pits.
Re: Making new art assets (and WIP)
Posted: Sat Sep 15, 2012 7:12 am
by petri
Trapdoors can use a custom animation. Doors are more complicated and can't. Sorry!
Re: Making new art assets (and WIP)
Posted: Sat Sep 15, 2012 7:17 am
by Isaac
petri wrote:Trapdoors can use a custom animation. Doors are more complicated and can't. Sorry!
No apology needed; that's just how it is.
That scraps anything like this idea >>
http://www.youtube.com/watch?v=XQaY74roc50
Can a base model for a default door be swapped out for another? (I'm going to assume that the textures can be.)
I had planned that the door open at the jaw from top and below, but it could still be cool if it was a conventional door that simply looked like the monster face.
