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 »

bongobeat wrote: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. :)
correct and actually what this asset pack is about, this mostly consists of facade like objects to create certain scenic types
i'm merely informing as to what type of scenery would be most usefull to rest of comunity, the amount of props and models that can be converted to grimrock is nigh infinite, and make for a very chaotic work proces, at the moment i'm just gung-hoing it and adding assets in totally random order, often missing something here and there, but to make a long story short .........that's a yes to sewer enviroment props then i wager :)
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

just a small screenshot of chasm with modular bridge prop check the screenshot over at log nexus
http://grimrock.nexusmods.com/Images/112/?
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Komag
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Re: exterior asset pack v2....yes,or no?

Post by Komag »

that almost looks like a shot of Grimrock 2!
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

Komag wrote:that almost looks like a shot of Grimrock 2!
once again thanks comag, actually that first log 2 shot is what got me going again after i got my rig back in working order :D
and if the scripts for static assets in log2 aren't changed to much there's even a good chance of some of the eap assets finding their way to log no 2, and with log 2 stil in alpha there's a good chance i'm gonna get the goods out in time so people can still make one or the other project in time before log2 becomes reality. currently playing around with diarmiud's experimental skysytem,wich is briliant
but i got the idea that this system doesn't sit well with certain blocking props i used, mainly referring to some form of malcontent with doornodes, at any rate people should get some nifty new static exterior goods,relatively soon. also should you be interested
just gimme a holler and i'll pm you a dropbox link so you can sample what's already present in the wip version, the more asset testers the merrier 8-)
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Dr.Disaster
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Re: exterior asset pack v2....yes,or no?

Post by Dr.Disaster »

odinsballs wrote:just a small screenshot of chasm with modular bridge prop check the screenshot over at log nexus
http://grimrock.nexusmods.com/Images/112/?
Huuuh sweet! Undoubtably there's been a lot of improvement!
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

Dr.Disaster wrote:
odinsballs wrote:just a small screenshot of chasm with modular bridge prop check the screenshot over at log nexus
http://grimrock.nexusmods.com/Images/112/?
Huuuh sweet! Undoubtably there's been a lot of improvement!
well that was the intention, also now porting from better sources, wich does help, as Always with this type of lego style packs it often depends on what you stick together. the city bits are running real smoothly, and the new set of trees is less performance demanding
i also noticed that messing with the config file concerning max framerate there is some improvement to be gained for bigger or complexer builds. max fps is set to 120, simply enter a higher value then 120 i.e 550 or sumpthin like that and if you have a somewhat
decent rig it should show some improvement, framewise and when using eap1 or eap2 assets in a mod turning off ssao will also improve fps quite a bit ;)
bongobeat
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Re: exterior asset pack v2....yes,or no?

Post by bongobeat »

Again, good works! This bridge is another demonstration of "what-people-can-do"!

Thanks for doing this! :)
My asset pack: viewtopic.php?f=22&t=9320

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

Post by Leki »

.
Village Basic Construction Pack

Temple wallset compatible, but you can change texture and use it with dungeon.

>>> DOWNLOAD <<<

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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

wow, downloading and testing inbetween making new additions for me own pack , certainly looks the part. 8-)
looks like the assets for your winterdeep project. also impressive to get an entire castle in there.
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TSotP
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Re: exterior asset pack v2....yes,or no?

Post by TSotP »

In all seriousness, do you think your assets could be used to make a "Dragon Age: Origins" 'conversion'.

From what I've seen, it definitely looks possible. Maybe not so practical though.
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