Modeling - lamp, lightning & others

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
User avatar
THOM
Posts: 1281
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Modeling - lamp, lightning & others

Post by THOM »

I have a problem concerning models - and I am brand new to modeling.

I altered a model that was broken. After exporting it from blender (as an .obj) I had to load it into GMT, flip it about 180 degrees and shift it a bit to have it placed at the same spot than before (the model is bigger than the usual 3x3 meters of a tile). Then I exported it as a LoG2.model.

Now when I load it into the game there is some strange lightning effect on the model. It looks as if it would be lit from the ground it stands on.

Obvoiusly I have mixed up something with the lamp in blender or something. But even if I delete the lamp there before exporting the model, I have that result.

Can anyone help me please, what I am doing wrong??
Last edited by THOM on Wed Jun 29, 2016 5:34 pm, edited 1 time in total.
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Modeling - lamp and lightning

Post by minmay »

It would be easier to use the Blender plugin so you don't have to go through any intermediate formats. Anyway, the problem is your scale. The cumulative scale of the mesh (scale of the mesh multiplied by scale of its parent multiplied by scale of its parent etc.) should be negative on all axes in Blender, or the model won't light correctly in Grimrock and the normals will be on the wrong side. If unwrapping the mesh in edit mode (press U, U, Ctrl-Z) gives you the warning "Object has negative scale..." then the scale is correct to export as a Grimrock model. If you don't get that message then it isn't.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
User avatar
THOM
Posts: 1281
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: Modeling - lamp and lightning

Post by THOM »

Well, I have installed the bitcpy plugin but after exporting the model it's meterial turned out to be mixed up a lot. Maybe because of the uncorect scales. Anyway - because of that I used the exporting routine that I've seen at Skuggasveinns tutorials.

You gave me the advise to set the cumulative scale of the mesh to negative numbers. Well, fine. But how to do this??
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
User avatar
Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: Modeling - lamp and lightning

Post by Isaac »

Also... If it's the same as it was... The btcpy script requires Blender version version 2.71 :?
User avatar
THOM
Posts: 1281
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: Modeling - lamp and lightning

Post by THOM »

I am still not finished with this.

Therefore blender is still new for me I don't know how to set the scale of my mesh to negative numbers. Seems to be simple or not a big thing but I cannot find out how to do that.

BTW: I am using now Blender 2.71 and the btcpy script.
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
User avatar
Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: Modeling - lamp and lightning

Post by Skuggasveinn »

pm me a link to the model and I will take a look.
This can be scale, can be normals, can be dirty mesh, best to have a look.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
User avatar
THOM
Posts: 1281
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: Modeling - lamp and lightning

Post by THOM »

Meanwhile Skuggasveinn was so kind to help me with that silly model. This is now solved. :D

But I have another model that is insane big. Probably it has too many details. Is there a (simple) way to reduce the size of a model?
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
User avatar
Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: Modeling - lamp and lightning

Post by Isaac »

If you mean density of the mesh, then you can try the "Decimate" modifier to have Blender dynamically rebuild your mesh using less and less faces. The modifier gives you three methods of polygon reduction to try.
Image

It helps to see what the modifier is doing, if you put a check mark in Object//Display//Wire and Draw All.
Image

*Of course, Decimate usually [inherently] ruins any careful layout that the polygons may have had before.
User avatar
THOM
Posts: 1281
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: Modeling - lamp and lightning & others

Post by THOM »

I have a weired problem.
Probably it's not so weired but therfore I'm still not a close friend to Blender it is weired for me...

I have a model and I rearranged the size and/or array of it's material. Now it looks good in Blender and also in the GMT - but not in the game itself:

Image

Image

What happend here??
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
User avatar
THOM
Posts: 1281
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: Modeling - lamp, lightning & others

Post by THOM »

Sorry for bumbing myself up. - But I still do not know how to handle this...

Strange enough I realised a few more times that the look of models and/or textures in the game differs from how they appear in Blender oder GMT. Often (or always?) if they are imported/converted from other model-filetypes.

Modeling seems to be much more complicate than I hoped.
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
Post Reply