Asset Challenge: Christmas!

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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thomson
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Re: Asset Challenge: Christmas!

Post by thomson »

Skuggasveinn wrote:I made Yuleland
Most impressive. Looks absolutely brilliant. I think the clipping issue should be brought to AH's attention. For such a magnificent view, I'm sure they'll spend some time tweaking the engine.

I also noted that when you stand with a tall pine tree behind your back, you can see some branches in front of you. Some may consider this a glitch, but I actually like that effect. It feels real.

It seems that we have a strong leader in this competition so far, but...
The Germanny's beholder is running close. He tried to hide behind some kind of tree (who put it there anyway?), but we've spotted it anyway. Can it do any tricks? Like wave his eyes? Kill the whole party with a single look? Can it blink?

Ok, I need to start packing. I'm going to visit my girlfriend's family (5-6 hours drive) and spend the next couple days mostly off-line. Once I get back, I'll need more than the usual dose of dungeons to recover ;-)

p.s.
What happened to the beholder's mouth? (I know, I know. It's wizard eye from DM).
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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Komag
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Re: Asset Challenge: Christmas!

Post by Komag »

Yuleland is great, love it!
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germanny
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Re: Asset Challenge: Christmas!

Post by germanny »

@Skuggasveinn:
Pah! grmmll.. :lol:

Really cool, love your researches and Yuleland!
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Asteroth
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Re: Asset Challenge: Christmas!

Post by Asteroth »

Okay, Finally I have something big. To use my assets I have made a quick little dungeon. The Eye of Klaus, it can be found here:http://grimrock.nexusmods.com/mods/155. It Is completly untested, so you are my testers. It uses both the pre-existing assets in my pack plus several new ones. I'm sorry about the skeletal elfs(santa elves), I used the animation editor and they STILL teleport. I meant to take only a few hours whipping this together instead I worked nearly twelve straight. I'm sure I left many strange mistakes in tell me so I can fix them. Thanks.

It is sad that this is the first dungeon I have released.
It is sadder that I enjoyed making it.

Edit: Took a break had some pizza. I think I fixed the mismatching doors now.
Edit 2:Looked again. Now you can actually open the door to access 1/3 of the dungeon.
Edit 3:Added pull chain to cathedral door. Aaaand I'm done, nexus is probably tired of my file.
future problems are for you to tell me of.
Last edited by Asteroth on Sat Dec 22, 2012 3:23 pm, edited 3 times in total.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
flatline

Re: Asset Challenge: Christmas!

Post by flatline »

Skuggasvein, when you compare the skybox with the skyboxes of doom and quake, do you mean that that's an actual skybox texture in Grimrock? I assume it is a large texture particle you're using as a sky texture, or is there a better way to fake a skybox?
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Pandafox
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Re: Asset Challenge: Christmas!

Post by Pandafox »

Skuggasveinn, Amazing ! :o
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Skuggasveinn
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Re: Asset Challenge: Christmas!

Post by Skuggasveinn »

Thanks for the comments.

and as promised , the source is on the nexus now under optional files.
I will try to explain what is going on here, and remember, I'm just messing around, trying stuff out and most of the time it fails :D and then I try something different and its workable so I try to use it.

The skybox is just that, a very large box that has a texture applied to it.
The texture is what gives it a greater rendering distance then normal, its translucent
Its a decoration that I place on the floor and the model is a bottomless box (think of it as a hat)
its called sx_skybox_snow_small in the editor (I had a larger one, it was just not working out)
it is as big as I can make it with this method (as seen by the clipping from corner to corner)

The original idea was to have the box follow the party, but that didn't turn out so well when you had a long hallway, since you would be looking at the skybox and not the hallway.
SpoilerShow
Image


So its stationery for now, that meant bringing it up so the party never needs to walk through it, that also meant I need to make "pockets" of open space connected together with indoor hallways and rooms.
on the map 2 of the boxes are laying to close together, and viewed from a specific angle you can see them cut into one another.(the blue dot is where the skybox entity is placed, the box shows the effected area)
SpoilerShow
Image


When you place the skybox asset in a normal map, you will see nothing, since the tileset blocks it from view.
Since I was using Danivs Northern Tileset (sublime texture work btw Daniv) I needed a way to remove the ceiling in places where I wanted, and remove the wall and the pillars.
This is where 3 "special" assets come into play

sx_remove_wall
sx_remove_ceiling
sx_outwall_pillarkiller

They all have the same model thats called sx_blocker , this model is a very small single face (2triangles) model that has an offset beneath the floor (you will never see it) and it has a texture called sx_invisible thats a fully transparent texture (single pixel)

sx_remove wall is just a wall decoration that replaces the wall with the blocker model (the one you can't see) and pufff the wall is gone from view. (you can see it on the first screenshot of the skybox, I removed the walls because I wanted to track the movement of the skybox)

Code: Select all

defineObject{ 
        name = "sx_remove_wall", 
        class = "Decoration", 
        model = "mod_assets/models/sx_blocker.fbx", 
        placement = "wall", 
        replacesWall = true, 
        killPillars = true,   --this does nothing on a Decoration class 
        editorIcon = 8, 
}


sx_remove_ceiling is the same, a decoration that replaces the ceiling with the invisible beneath the floor model

sx_outwall_killpillar was needed since a door class seems to be the only thing that can call killpillars = true
so this is just a door that has sx_blocker as the model, and replaces the doorFrameModel with sx_blocker and removes the pillars

Code: Select all

defineObject{ 
        name = "sx_outwall_pillarkiller", 
        class = "Door", 
        model = "mod_assets/models/sx_blocker.fbx", 
        doorFrameModel = "mod_assets/models/sx_blocker.fbx", 
        openSound = "gate_open", 
        closeSound = "gate_close", 
        lockSound = "gate_lock", 
        openVelocity = 1.3, 
        closeVelocity = 0, 
        closeAcceleration = -10, 
        sparse = true, 
        placement = "wall", 
        killPillars = true, 
        editorIcon = 8, 
}


these 3 assets are what I use to remove parts of the normal tileset from view, so I can transition from indoor to outdoor, to make rooms that have no ceiling etc etc.

Then we come to the modded Northern tileset walls and pillars.
sx_northern_dungeon_wall_2ndstore
sx_northern_dungeon_wall_3rdstore
sx_northern_dungeon_wall_4thstore
sx_northern_dungeon_pillar_2ndstore
sx_northern_dungeon_pillar_3rdstore
sx_northern_dungeon_pillar_4thstore

these are just the normal models, put have been offset higher from the ground, so you can stack them, creating higher walls then normal.
You will find them hard to place in the editor since they are a decoration, the engine is the collision detection, not the model, so if you make them door class they would block the party even if they are far above you. You can't place a wall decoration in empty space, so you need to place them on walls, and move them with the WASD keys to the correct place.

We also have some other assets that I don't need to explain, the sx_yulesnow that you place on a tile, and snow will fall on that tile allowing you to have full control over where it is snowing and where not. there is some floor decoration thats called sx_snowpile_01 thats just a snowpile, we have the sx_snowground_01 thats replaces the normal tileset floor with snow, the sx_xmas_balls (don't go there) that are the xmas christmas decorations between the pillars.

There are some pine trees inside the source also, its just one tree, scaled and rotated to look like many, ohhh and the xmas tree, thats just the small pine tree with red and blue ..... balls (common whats the english word for this.. :) )

anywhy , a wall of text, but I hope you can make some use of these assets.

Skuggasveinn.

-edit , I can't spell english today, not that I can any other day :D
Last edited by Skuggasveinn on Sat Dec 22, 2012 6:15 pm, edited 1 time in total.
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flatline

Re: Asset Challenge: Christmas!

Post by flatline »

Ok, nice info about your progress!

I tried a different approach to outdoor environments but I'm always foiled by my lack of artistic talent, although I have a suspicion my ideas are sound :)
I did manage to circumvent the issue of having to create cut-off areas where the sky is visible, but my sky was on the other hand pretty ugly even though it stretches as far as you can see in all directions.
This got me psyched, time to start testing again perhaps.
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Skuggasveinn
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Re: Asset Challenge: Christmas!

Post by Skuggasveinn »

flatline wrote: I tried a different approach to outdoor environments but I'm always foiled by my lack of artistic talent, although I have a suspicion my ideas are sound :)
Are you talking about negative depthBias to trick the engine into rendering the sky far greater then anything else ?
I tried that, I gave up on that path and moved to just using a box like in yuleland, because I was having clipping issues all over the place.
And yesterday a friend of mine told me that yuleland looked like crap :D , he was using his laptop and had turned on the new opengl renderer for LoG (the new low settings) and he was right, it looked like crap, lights came out wrong, more clipping issues and so on, so I don't know if this is the way to go moving forward.
If you have any luck in your endeavors I would love to hear about it. (maybe start new a thread, we seem to be hijacking this one)
flatline wrote:but my sky was on the other hand pretty ugly.
To be fair, I didn't make my sky, I found it on some HL modding site, it was free to use.
and there are alot of skybox textures out there that are free to use
One guy calls himself Hipshot and makes great sky textures, when asked if you can use or modify them his answer is
"Of course, do whatever you want, change colors, size, add, remove etc etc..."
you can see his sky textures here
http://www.quake3world.com/forum/viewtopic.php?t=9242

Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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Soaponarope
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Re: Asset Challenge: Christmas!

Post by Soaponarope »

I noticed some clipping issues, but thought Yuleland looked good Skugga. Haven't tried the low settings I always max everything.

I just downloaded the assets to look at your methods since I'm working on the same kind of thing. You use the same stacking method of offset walls, so I guess that is best way to go. Have you tried pillars when looking down from above? I cut the tops off the pillars since they look terrible when on edges, but still haven't got it to look just right.

The snow and pine trees are great assets for a view of looking outside of, or a courtyard of my frozen castle. Thank you for sharing.

Have a merry Christmas everyone :)
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