How did they create the beacon buildings in the main game?

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The cube
Posts: 94
Joined: Tue Apr 23, 2013 6:09 pm
Location: Barren Desert

How did they create the beacon buildings in the main game?

Post by The cube »

I've been trying to make some, as they are cool little castle-like buildings that give great detail, but i am stumbling. I realize you have to use a wall for the outside, but there are some problems:

1. If you use the normal walls, the building is not completedly covered by the walls, some of the bottom shows breaking the realism.

2. If you use the outside walls, you can't put buttons to them, and the corners look really ugly.

There is also things like the fence running above the walls, that i have no idea how to continue.
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Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: How did they create the beacon buildings in the main gam

Post by Doridion »

In his mod "Dawn of lore", I seems to see that Leki made a custom castle in the background. Why don't asking to him ?
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TSotP
Posts: 74
Joined: Tue Oct 15, 2013 8:42 am

Re: How did they create the beacon buildings in the main gam

Post by TSotP »

The cube wrote:I've been trying to make some, as they are cool little castle-like buildings that give great detail, but i am stumbling. I realize you have to use a wall for the outside, but there are some problems:

1. If you use the normal walls, the building is not completedly covered by the walls, some of the bottom shows breaking the realism.

2. If you use the outside walls, you can't put buttons to them, and the corners look really ugly.

There is also things like the fence running above the walls, that i have no idea how to continue.
I find that the 'Forest_Ruins' walls work quite well. You just have to remember to add pillars. Wall 2 and Pillar 3 are the unbroken ones. and there is even a forest_ruins button.

the beacon building is 7x7, but you can also raise or lower it based on it's elevation. I'm pretty sure that the beacon buildings i've used are all at -1 elevation.

also, just for your reference, and to save you a headache, the 'castle facade' is 5x5 and you can add 'siding' as long as they are 2 squares in front and facing the same way.
Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: How did they create the beacon buildings in the main gam

Post by Grimfan »

Yeah, it just takes a lot of fiddling around with different models and tiles ATM. Later on when he asset pack is released and people get really creative a lot of these issues will be solved by custom objects and tilesets. I mean just look what Skuggs and Leki are doing with the editor and the assets aren't even out yet!
OGDA
Posts: 115
Joined: Tue Oct 28, 2014 5:07 pm

Re: How did they create the beacon buildings in the main gam

Post by OGDA »

SpacialKatana
Posts: 163
Joined: Fri Sep 14, 2012 6:20 pm

Re: How did they create the beacon buildings in the main gam

Post by SpacialKatana »

One of the first things I did in the editor:-
External view
Image

Internal view
Image

Basically it's castle walls around the beacon tower entity. Use castle floor inside, add a hanging lantern and beacon furnace and it's all done:)
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Karinas23
Posts: 58
Joined: Thu Jul 24, 2014 8:57 pm

Re: How did they create the beacon buildings in the main gam

Post by Karinas23 »

how do you get the corners on the outside

edit:nvm got it
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