I have a modelling question/request regarding the standard tileset of the pyramid, specifically the arching regular tomb walls.
Apparently, there is no proper custom tileset for the pyramid.
In a normal 1-tile high room they connect perfectly with the ceiling and higher rooms are no problem either if you stand on the lowest level as the inward-arching top of the walls covers the "hole". However, having lower rooms allow the player to see behind or "beyond" the arching top of the tomb walls.
I tried using the Grimrock Model Toolkit and Blender combination for the first time to change the .model file to an .obj one (and back), create a "flat" wall without the arching part by simply dublicating a lower part and removing the arch. Upon implementing it it simply won't work, though. I can place the wall in the editor, but either do I see nothing or strange brown/grey walls a few tiles away from the placed wall.
Here is the entry of my objects.lua:
Code: Select all
defineObject{
name = "tomb_wall_01_flat2",
baseObject = "base_wall_decoration",
components = {
{
class = "Model",
model = "mod_assets/models/tomb_wall_01_flat.fbx",
material = "tomb_wall",
dissolveStart = 4,
dissolveEnd = 6,
staticShadow = true,
},
{
class = "Occluder",
model = "mod_assets/models/tomb_wall_01_flat.fbx",
},
},
minimalSaveState = true,
}
I also tried defining a material in the .lua file for it (including editor crashes), but the texture stuff seems unnecessary for an item that I just slightly alter in appearance, such as the wall model.
1) Is it possibly that the size of my edited model which I could not change is simply too large? I seem to be unable to scale the model down (from 1 to 0.01) as seen in another video even though the main part is highlighted in red.
2) Is there a way to simply replace at least the tomb_walls_1 to 4 with my custom made model?
3) As an alternative, I tried using a "border" that only covers the open part of the top of the tomb wall tileset, but it won't show either. Guess I could try base_wall_decoration instead of base_wall, but still... a simple object/model cannot be so hard to implement, so what am I missing here?!
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defineObject{
name = "tomb_border",
baseObject = "base_wall",
components = {
{
class = "Model",
model = "mod_assets/models/tomb_border.fbx",
staticShadow = true,
},
{
class = "Occluder",
model = "assets/models/env/dungeon_wall_01_occluder.fbx",
},
},
minimalSaveState = true,
}
[code][/spoiler]