exterior asset pack v2....yes,or no?

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

quick newsflash house will have matching interior models up to all three house stores, how aboot them apples 8-)
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Komag
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Re: exterior asset pack v2....yes,or no?

Post by Komag »

definitely good news :)
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bongobeat
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Re: exterior asset pack v2....yes,or no?

Post by bongobeat »

odinsballs wrote:since i still havent figured out how to put up screenshots here, i posted a shot on nexus:

http://grimrock.nexusmods.com/Images/106/?

its from the eapv2 i'm making, this time focussing more on city-town assets. :)
again, gg :D
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

Komag wrote:definitely good news :)
yes it is, all new assets wil be more performance friendly, when compared to v1. and the interiors are gonna happen too, but these are somewhat tricky, mainly as to get the placement of doors and stairs right , but its coming along at reasonable speed, so if i keep at it for a good week or two at this workrate, there will be a rather elaborate pack available. mind you though this wil all be static assets. so they are more or less source assets rather. but they're fully useable and performance friendly wich is a good thing i wager :)
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

just a quick sneak peek at interior for houses check the screenshot over at log nexus
http://grimrock.nexusmods.com/Images/108/?

its a one model prop scaled to fit a space somewhat larger than 3x3 tile, and it comes with an invisible stairset so you can use model stairs without having a non fitting stairset protruding over model stairs that belong to model ;)
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maneus
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Re: exterior asset pack v2....yes,or no?

Post by maneus »

Oh my! That looks fantastic.
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

maneus wrote:Oh my! That looks fantastic.
thanks, trying to make them as good as possible, there will be a few of these interiors included, since due to lack of human npc's
interiors are more a nice detail, then a really necesary thing. ;)
bongobeat
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Re: exterior asset pack v2....yes,or no?

Post by bongobeat »

odinsballs wrote:just a quick sneak peek at interior for houses check the screenshot over at log nexus
http://grimrock.nexusmods.com/Images/108/?

its a one model prop scaled to fit a space somewhat larger than 3x3 tile, and it comes with an invisible stairset so you can use model stairs without having a non fitting stairset protruding over model stairs that belong to model ;)
very nice! Can't wait to see your next version! :D
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

quick update just added modified version of phitt's mine pit set to create exterior chasms, and some bridges of various size will also be implemented', also included a cobblestone city floor since it looks more fitting than the dungeon floor per example

on a sidenote how are people opposed to the necesity for a sewer set of models, i mean it doesnt have to be in there but since i'm at it anyway, might be a nice detail for the city bit, so let me know if there should be sewers, if there is enough interest i'll see to it that some are included. :)
bongobeat
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Re: exterior asset pack v2....yes,or no?

Post by bongobeat »

personally, I think that the better a wallset got tons of different objects,the better it will be various and offer different things, even if those things are only used to reveal various decors, and has the only use to make the level more beautiful or detailed. :)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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