So, I have some non-forest and non-rock level exits that I want to do. The game only comes with two exit models, forest and rock. If neither fit I know I can turn off the model and its an empty square. In most cases this empty square is good enough for me EXCEPT when you are in an outside level. Then, the black emptiness you walk into is a white emptiness because of the sky component.
I have experimented with turning the sky component on and off and it does work but its not like you can turn it off for certain areas. What I really need is a flat, simple, black model that can block out the white of the sky. I think there is a "black" material that may be what I can use even. But there is no flat model that I am aware of. Does anybody have any suggestions on how best to do this? I hope its not "learn Blender and become a 3D graphics hero", then come out 3 weeks later.
Thanks.
[Solved] What is the best way to do a flat black model?
[Solved] What is the best way to do a flat black model?
Last edited by MrChoke on Fri Dec 26, 2014 6:06 pm, edited 1 time in total.
Re: What is the best way to do a flat black model?
Making a square in Blender is one mouse click, but if you are dogmatically opposed to making anything yourself, you could try one of the following models:
"assets/models/env/catacomb_ceiling_occluder.fbx" - 3x3 square aligned as a ceiling
"assets/models/env/dungeon_wall_01_occluder.fbx" - 3x3 square aligned as a wall
"assets/models/env/dungeon_floor_01.fbx" - 3x3 square aligned as a floor
"assets/models/env/catacomb_ceiling_occluder.fbx" - 3x3 square aligned as a ceiling
"assets/models/env/dungeon_wall_01_occluder.fbx" - 3x3 square aligned as a wall
"assets/models/env/dungeon_floor_01.fbx" - 3x3 square aligned as a floor
Grimrock 1 dungeon
Grimrock 2 resources
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Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: What is the best way to do a flat black model?
Is it truly only one click? For starters I don't know what its dimensions should be or how/where to set that. I don't know how associate a part of a model to a material. I am sure I'd have other questions, those are off the top of my head.minmay wrote:Making a square in Blender is one mouse click, but if you are dogmatically opposed to making anything yourself, you could try one of the following models:
"assets/models/env/catacomb_ceiling_occluder.fbx" - 3x3 square aligned as a ceiling
"assets/models/env/dungeon_wall_01_occluder.fbx" - 3x3 square aligned as a wall
"assets/models/env/dungeon_floor_01.fbx" - 3x3 square aligned as a floor
I was looking for a vertical flat model that I can replace the material on (I do know how to do that). It needs to be upright as a wall. I see you reference an occlude. Those are for blocking light correct? I didn't think to think they would be flat or useable as the main texture. You reference ceiling and floor tiles. Those are horizontal. Maybe I can fire up Blender and rotate one of these models? Is it that simple?
Re: What is the best way to do a flat black model?
dungeon_wall_01_occluder is "upright", it's oriented the same as a wall. Occluders are just components that "obstruct" rendering, models behind an occluder aren't rendered. There is nothing special about the occluder models themselves, they're just regular models.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: What is the best way to do a flat black model?
It works! Occulders were just what I was looking for it seems. Thanks Minmay!minmay wrote:dungeon_wall_01_occluder is "upright", it's oriented the same as a wall. Occluders are just components that "obstruct" rendering, models behind an occluder aren't rendered. There is nothing special about the occluder models themselves, they're just regular models.