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Re: Dungeon Editor Progress

Posted: Mon Aug 20, 2012 5:46 pm
by Rig
Ixnatifual wrote:I check this thread every day. Am I'm betting I'm not the only one 8-)

2X a day.

AH made LOG a 10/10 - the editor will be worth the wait.

Re: Dungeon Editor Progress

Posted: Mon Aug 20, 2012 7:37 pm
by DarkRagnar
Rig wrote: 2X a day.

AH made LOG a 10/10 - the editor will be worth the wait.
Two times a day? Your a lightweight my friend. :D My only problem when the editor comes out will be that I won't be able to make tile sets and monster models.

Is anyone willing or planning to make a web page where user made dungeons/mods can be uploaded and sorted?

Re: Dungeon Editor Progress

Posted: Mon Aug 20, 2012 8:26 pm
by pulpum
each thing at its time :twisted:

let us make the dungeons first :lol:

Re: Dungeon Editor Progress

Posted: Mon Aug 20, 2012 9:04 pm
by Bees
DarkRagnar wrote:My only problem when the editor comes out will be that I won't be able to make tile sets and monster models.
You can still get a head start on them, even if you can't export them back to Format of Grimmodels. Walls, ceilings, and other parts have a pretty simple 3-unit square dimension to them. It's what I'll be doing as the date approaches.

Re: Dungeon Editor Progress

Posted: Wed Aug 22, 2012 10:45 pm
by Phitt
Bees wrote:
DarkRagnar wrote:My only problem when the editor comes out will be that I won't be able to make tile sets and monster models.
You can still get a head start on them, even if you can't export them back to Format of Grimmodels. Walls, ceilings, and other parts have a pretty simple 3-unit square dimension to them. It's what I'll be doing as the date approaches.
Me too! Can't wait, can't wait! Started a generic lowpoly tileset, not sure whether I'll make a 'real' tileset out of it in the end as I'm not that happy with the look of it yet. But I guess it's good for finding out what works and what doesn't work. Basic floor, ceiling, wall and pillar tiles are done, now I need the editor and an exporter please. :D

Image

That's obviously not the Grimrock engine (SSAO for example is missing), so it will look different in game.

Re: Dungeon Editor Progress

Posted: Wed Aug 22, 2012 10:50 pm
by Bees
High five, looks awesome! I started one but got stuck after finishing the wall to my satisfaction. It's supposed to be a natural cave, so making the seams between ceiling, wall, floor, and pillar is a bit tough.

Re: Dungeon Editor Progress

Posted: Wed Aug 22, 2012 11:04 pm
by Thels
That actually looks lovely! A welcome variety to the limited selection of existing wallsets.

Re: Dungeon Editor Progress

Posted: Wed Aug 22, 2012 11:08 pm
by Bees
I wish mine was as complete as yours, but this is basically as far as I got:
Image

Hell is making convincing specular maps. :lol:

Re: Dungeon Editor Progress

Posted: Wed Aug 22, 2012 11:16 pm
by Phitt
Bees wrote:High five, looks awesome! I started one but got stuck after finishing the wall to my satisfaction. It's supposed to be a natural cave, so making the seams between ceiling, wall, floor, and pillar is a bit tough.
Thanks! I thought about making something more natural as well (had a mine tileset with rough rock walls and wood pillars in mind), but then I realized all the problems that would go with it. All the existing props wouldn't fit on the uneven walls (like torch holders, key holes etc), secret walls would be impossible (a solid rock wall going up in the air would look quite strange) etc. A completely natural cave would be very hard to do apart from all the problems I mentioned. Maybe even impossible I guess since you can't place different tiles like in other games (ES games for example) and instead get floor, ceiling, wall and pillar automatically placed instead. But it's certainly easier to find out what can be done once the editor is out, so I hope you can complete your tileset.

Re: Dungeon Editor Progress

Posted: Thu Aug 23, 2012 1:33 am
by Isaac
Phitt wrote:...
A solid rock wall would make for an excellent concealed door. :twisted: