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Assets: Mushrooms and Flowers.
Posted: Mon Apr 25, 2016 1:48 am
by Eleven Warrior
Hi all. Here are some Mushies you can add to your Mod(s)
Legeal Bit: The Models and Textures are the property of Almost Human. (Grimrock 2) They can be used for this Game only.
1 - Add this line to your init.lua file:
import "mod_assets/scripts/mushrooms.lua"
2 - Here are 3 Mushrooms you can use in your Mod(s) They are items that you can pick up. They are standard ATM, but you can add your own names, code to them eg:
Code: Select all
defineObject{
name = "mushroom_1",
baseObject = "base_item",
tags = { "forge_herb" },
components = {
{
class = "Model",
model = "mod_assets/mushrooms/mushroom_1.fbx",
},
{
class = "Item",
uiName = "Tangai Poisonus Mushroom",
gfxAtlas = "mod_assets/textures/mushrooms_1.tga",
gfxIndex = 2,
description = "An exotic tangai mushroom.",
weight = 0.2,
stackable = true,
},
{
class = "UsableItem",
onUseItem = function(self,champion)
playSound("consume_food")
champion:setCondition("poison")
hudPrint(champion:getName() .. " eats the tangai mushroom and is poisoned.")
return true
end,
},
},
}
3 - I used Blender to separate swamp_mushroom_01 model into 3 single mushrooms. I will do some more with diferent colours over time. I was just experimenting with blender and they look cool to
4 - Also the atlas texture file is included : mushrooms_1.dds
5 - My Dropbox Link: https://www.dropbox.com/sh/tx8r8dwlz9ibfj8/ppISEmYxel
File Name: Mushrooms.zip
Ok then enjoy
EDIT: Oh almost forgot. I am working on about 10 flower models. They will be items as well and would be good for potions, Quests etc... Will post them when I finished the all

Re: Assets: Mushrooms.
Posted: Mon Apr 25, 2016 5:05 am
by Eleven Warrior
Hi all.
Re: Flowers - Test Beta 1
Models By: kim: Kim Larsen from TF3DM Site.
Retextured By: Ardtru.
Ok these flowers are free with Atribute needed. Thxs to Ardtru for taking the time to fix these up for LOG 2

The flowers are low polygon models and the whole lot comes in at roughly 10 Mb, which is not to bad.
When you look at the flowers they are bright and more suited for the Forest Floor rather than a Dungeon setting.
They look ok for the game but you can check out my video of them at: https://www.dropbox.com/sh/tx8r8dwlz9ibfj8/ppISEmYxel The file name: flowers.avi
Sorry the video is rather crap ,but imam getting use to Screen Capture atm. Some of the textures needed to be redone so take a look and let me know what you think. I am still doing the rest of the 2d icons atm and half way through.
Re: Assets: Mushrooms and Flowers.
Posted: Mon Apr 25, 2016 4:04 pm
by maneus
Nice.
With these flowers and a recipe, the player could make a flower bouquet. This bouquet could be given to a npc (maybe a woman?

) who opens a door or something other, the player can go through into other areas of the level.

Re: Assets: Mushrooms and Flowers.
Posted: Mon Apr 25, 2016 4:18 pm
by eon
@Eleven Warrior , how did you make these models and convert them in .model file ?
Re: Assets: Mushrooms and Flowers.
Posted: Mon Apr 25, 2016 5:36 pm
by Isaac
eon wrote:@Eleven Warrior , how did you make these models and convert them in .model file ?
The conversion tool was written by John Wordsworth. It accepts obj and imports several other standard formats. It saves to the Grimrock .model format. It also supports the native animation format.
It's found here:
http://www.johnwordsworth.com/legend-of ... l-toolkit/
Re: Assets: Mushrooms and Flowers.
Posted: Tue Apr 26, 2016 7:12 am
by minmay
For Blender users, there's a direct
Blender importer/exporter script so you don't have to go through a third application like the Grimrock Model Toolkit. And unlike with the GMT, this lets you edit animations.
Re: Assets: Mushrooms and Flowers.
Posted: Tue Apr 26, 2016 7:43 am
by Isaac
I've had problems with that script; mesh mangling. It also requires Blender 2.71 IRRC.
(IIRC, I could not round-trip the gorgon or the tortoise models with animations.)
Re: Assets: Mushrooms and Flowers.
Posted: Tue Apr 26, 2016 8:25 am
by Eleven Warrior
maneus wrote:Nice.
With these flowers and a recipe, the player could make a flower bouquet. This bouquet could be given to a npc (maybe a woman?

) who opens a door or something other, the player can go through into other areas of the level.

Yep that's the idea mate, with Ardtrus' Toolbox system and AndakRainor Mortar system many new items can be created and yeah Quests. I like your idea already, Mind if I steal it lol lol lol Joking
Yes John's hard work comes in very handy indeed. I also use the following tools for my mod:
1 - Paint.net - Paint program. Free
2 - Grimrock Graphics Atlas Toolkit - By; John Wordsworth - love this program. Free
3 - Gimp - Art Program. Free
4 - Audacity - Sound Program. Free
5 - Blender - 3D Program. Free
6 - Movavi Screen Capture 7 - Video's what's playing on your monitor. Not Free
Also to Eon. I did not make the Models, they were made by: Flowers: kim: Kim Larsen from TF3DM Site and Ardtru fixed the textures as best as he could. Blender uses .obj files and then you use Grimrock Model Toolkit to convert the .obj file to .model file. Also with this same program you can retexture models to a degree, resize the model and plenty more it's simply brilliant man try it out

Re: Assets: Mushrooms and Flowers.
Posted: Thu Apr 28, 2016 8:01 am
by Isaac
Another excellent tool [by John Wordsworth], is grimFBX. This tool will create from a standard FBX model/animation file... native grimrock model and animation files.
http://www.johnwordsworth.com/legend-of ... k/grimfbx/
Re: Assets: Mushrooms and Flowers.
Posted: Fri Apr 29, 2016 11:13 pm
by Eleven Warrior
Hi all.
I have finished the 2D Icons for the Flowers and they look ok. I am by no means a artist , but they will be ok for Mods.
1 - Copy the folders or files to your Mod. The Models are in: models/flowers and so are the model texures. The Icon Atlas is in: textures/flowers_1.dds
2 - Add the following line to your (init.lua) file:
import "mod_assets/scripts/flowers.lua"
Dropbox Link:
https://www.dropbox.com/sh/tx8r8dwlz9ibfj8/ppISEmYxel
File Name: flowers.zip
PLEASE REMEMBER IF YOU USE THESE FLOWERS TO CREDIT:
Flowers By: kim: Kim Larsen from TF3DM Site.
The flowers have no effects, particles and the flower names can be changed to your liking. The names are just a reference ATM. Anyways enjoy, i'll be using these in my mod for Potions and Quests
EDIT: Almost forgot. There are no Normal or Specular textures for the flowers as the only texture that came with them was Jpeg textures. Issac explained something to me but I cannot remember soz Issac. They still look reasonable. The gloss is set at 20 so you might want to experiment with different numbers.
If any one else can add the other 2 textures by all means and let us know how it turns out.