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Log2 custom conversion request

Posted: Tue Dec 23, 2014 5:22 am
by msyblade
I know some of you are working hard to get the more essential LoG1 custom assets ported to LoG2 (I'm looking at you, Eleven Warrior!)

So I have a request.
I want. . . .no, I NEED Phitt's Cozy Dungeon. Anyone who has the conversion process down shouldn't have much trouble with it. No animations or anything.

P.S. I also would like a railing of some sort. ie:

Image

and


Image


I''d like a nice railing that fits into the castle interior, i did see a wooden railing here recently, but the colors seemed a little too "bright", like team fortess/cellshaded almost.(it's possible the railing was fine, but it was a package with hardwood floors, walls, etc, and dint seem like it would be a good fit.) As you can see, the cemetery fence was the closest I could find, but it is 6-7 feet tall, and certainly doesn't fit the mood. Something like skuggs "half-height" or "Quarter-height" town-tile walls might be fantastic. Or, perhaps I should have a little patience, let Wordsworth finish the GMT2 (coming soon!), and just make a castle quarter-height wall myself.

Anyhoo, thanx for the read, and I would LOVE to see some pics from some of you designers that have already been hard at work without the tools. (I'm looking at YOU Drakkan!) So, make a thread, expose some of your genius to us, your efforts may inspire many beyond what you could ever imagine. Remember, the creativity is inside our own heads, so it seems normal to us, as individuals. But to others, . .to others it becomes "Why the HAIL didn't I think of that!!!!" (You know the feeling.) So Share!! I'll Start :)

Image

You wouldn't believe how deep this puzzle goes (Okay, yeah. . .7 levels. . .Good guess.)


And the solution view. . .

Image
I have more, just trying to get some interesting convo started (I'm looking at YOU Golden Shadow Warrior!) .

Hope this helps. have fun, and SHARE!

Re: Log2 custom conversion request

Posted: Tue Dec 23, 2014 7:37 am
by Batty
ok, converted the Cozy Dungeon normals, evidence:
Image

Please do not credit me for anything, I did nothing, this is 100% Phitt's work, he did give permission to port his mine set here so I assume this is ok, dl link:

Phitt's Cozy Dungeon Normals

Here are the object defs, the coordinates on the bookshelf alcove could use a little adjusting:

Code: Select all

defineObject{
	name = "ph_table_chairs",
	baseObject = "base_floor_decoration",
   components = {
		{
			class = "Model",
			model = "mod_assets/models/TableChairs.fbx",
			staticShadow = true
		}
   },
	minimalSaveState = true
}

defineObject{
	name = "ph_table_chairs_cushion",
	baseObject = "base_floor_decoration",
   components = {
		{
			class = "Model",
			model = "mod_assets/models/TableChairsCushion.fbx",
			staticShadow = true
		}
   },
	minimalSaveState = true
}

defineObject{
	name = "ph_dishes_01",
	baseObject = "base_floor_decoration",
   components = {
		{
			class = "Model",
			model = "mod_assets/models/TableDishes.fbx",
			staticShadow = true
		}
   },
	minimalSaveState = true
}

defineObject{
	name = "ph_table_altar",
	baseObject = "altar",
   components = {
		{
			class = "Model",
			model = "mod_assets/models/Table.fbx",
			staticShadow = true
		}
   }
}

defineObject{
	name = "ph_table_blockage",
	baseObject = "blocker",
   components = {
		{
			class = "Model",
			model = "mod_assets/models/Table.fbx",
			staticShadow = true
		},
		{
		   class = "Obstacle",
			blockItems = true,
			blockMonsters = true,
			blockParty = true,
			repelProjectiles = true
		},
		{
		   class = "ProjectileCollider"
		}
   }
}

defineObject{
	name = "ph_temple_bookshelf_01",
	baseObject = "base_wall_decoration",
   components = {
		{
			class = "Model",
			model = "mod_assets/models/TempleBookShelf01.fbx",
			staticShadow = true
		}
   },
	replacesWall = true,
	minimalSaveState = true
}

defineObject{
	name = "ph_temple_bookshelf_02",
	baseObject = "base_wall_decoration",
   components = {
		{
			class = "Model",
			model = "mod_assets/models/TempleBookShelf02.fbx",
			staticShadow = true
		}
   },
	replacesWall = true,
	minimalSaveState = true
}

defineObject{
	name = "ph_temple_bookshelf_alcove",
	baseObject = "dungeon_alcove",
   components = {
		{
			class = "Model",
			model = "mod_assets/models/TempleBookShelfAlcove.fbx",
			staticShadow = true
		},
		{
			class = "Surface",
			offset = vec(0, 0.6, 0.26),
			size = vec(1.6, 0.1, 0, 0),
			--debugDraw = true
		},
		{
			class = "Clickable", 
			offset = vec(0, 0.62, 0.17),
			size = vec(1.2, 0.8, 0.6),
			--debugDraw = true
		}
   }
}

Re: Log2 custom conversion request

Posted: Tue Dec 23, 2014 1:57 pm
by Eleven Warrior
Hi all :) Ok then give me a few weeks and ill have the Mine Set converted over to LOG 2. The only problem is I think it will suite a 1 ceiling high dungeon not sure yet ill do my best to get it to work, again :) Batty thxs for those normal dds file awesome man. I hope when John new GMT 2 comes out it will convert the dds files for me ahy :)

If anyone is interested I have converted some plants and 12 trees from Odins Balls set. The trees will be good for forest, swamp scenes and I am using them and they do look spooky guys, oh and all so some very scary huge breakable Mushrooms. I am also going to convert the Mushrooms from DM 3 set to. :)

Re: Log2 custom conversion request

Posted: Tue Dec 23, 2014 9:51 pm
by Batty
11, here's the converted normals for Phitt's Mine, 26 .dds total, anything missing/wrong let me know:

Phitt's Mineset Normals

Now you can get to work porting :)

Re: Log2 custom conversion request

Posted: Wed Dec 24, 2014 4:51 am
by Eleven Warrior
Thxs a lot for these Normals Batty am adding the now, gee I needed these 10 Kudos mate excellent. :D Oh and ill have the set done in 1 and a ahlf weeks guys cruising through it now.

Re: Log2 custom conversion request

Posted: Wed Dec 24, 2014 8:26 am
by Eleven Warrior
Mine Set by : Phitt

Ok hi there. Mysblade this is for you to look at and anyone else who is interested in the progress I have made in the Mine Wall Set (WIP) I have almost everything in it except the following: Volcano and Smoker effects, The huge Chasm pits and I do mean huge lol, Sounds, Secret door(s), Secret buttons and a few other things.

1 - The barrels are not breakable but can fix if you guys want.
2 - The mine Hive spawns a poison cloud and Mossie swarm, I like it but can change it.
3 - Normal dds files fixed up thxs to (BATTY) Love you man awesome job. The graphics look tonns better. Ten Kudos reward :D :D
4 - Mine Doors will be added asap.
5 - Need more ceiling tiles in the tiles.lua WIP.
6 - I need to work on the tiles.lua sets so just use the old_mine_floor and old_mine_wall for drawing the floors and walls :oops:
7 - This file is a Dungeon editor file so you can see what it looks like straight up :)
8 - Got water to work eg: old_mine_water, it looks ok atm WIP.
9 - This set would be awesome with (Knee Deep Water) when someone can do this, beyond me though :(
10 - I want to use the Work Place decorations in GMT 2 rotate them to make a ceiling with bumps and cave in like effects, the problem is I cannot delete the floor part of theses objects in blender.
11 - I was going to include the original Portrait for this set but not sure if it's needed, would be good though?

Ok I hope you like this Demo and I will continue on it (WIP) Thxs for your time guys :)

Drop Box Link: https://www.dropbox.com/sh/tx8r8dwlz9ibfj8/ppISEmYxel
File Name: Mine_Tile_Set_Wip.zip

EDIT: This is 2 days work and worth it ahy lol.

Re: Log2 custom conversion request

Posted: Wed Dec 24, 2014 1:12 pm
by Eleven Warrior
I was tinkering with the Town set and saw something in the forum that someone did not like and I thought what I saw was crap, but then I thought wait I could hack this and I did. Ok it's not the best hack in the world, but I thinks it looks cool. I call it Sx_town_water_world lol. Ill use this in my Mod it's a WIP ATM but imam going to improve this for sure. ok just go to my Drop Box and the file is called: Sx_Town_Water_World.zip Oh and that house imam working on more than just 1, ill retexture the house a few times to give different looks ahy :) There is no sound but I have one better than beach sound that comes with the game, will include if you guys want. I love doing this and now imam learning how to dissect models and redo them awesome :) Anyway catcha

Re: Log2 custom conversion request

Posted: Wed Dec 24, 2014 1:41 pm
by Drakkan
Hi Eleven,
just wanted to really thank you for you work, it is saving lots of my time...
btw: tried some mine assets and its quite good. small bug - definition of table there is wrong path for the model (mines instead mine)

Code: Select all

defineObject{
name = "old_mine_table",
baseObject = "altar",

components = {
{
class = "Model",
model = "mod_assets/models/mine/MineTable01.fbx",
placement = "floor",
editorIcon = 52,
},
- also please make mine barrels breakable
- in case you are going to convert sopme next assets use please some tags for it, so filtering / using in editor will be much easier

I am going try the town :)

Re: Log2 custom conversion request

Posted: Wed Dec 24, 2014 2:24 pm
by Eleven Warrior
Yeah I must look into this TAGS thing I am finding it hard to find things to Drakan thxs for reminding of this dammmm I keep forgetting soz. Yes will make the barrels breakable and many other things it's still WIP :) thxs again for looking and tips :)

EDIT: I lost here how do I make a set with tags? I am sure it's simple thxs for any help lol.

Re: Log2 custom conversion request

Posted: Wed Dec 24, 2014 3:16 pm
by Grimfan
Just had to pop in and say that the mine conversion is really nice Eleven Warrior. I actually prefer this tileset to the standard mine tileset in LOG 2. I'm sure Phitt will also be happy to see his work carrying on. :D

Of course, when LOG 3 comes around you'll probably have two Phitt tilesets to convert across. ;)