Page 2 of 6

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

Posted: Thu Oct 10, 2013 7:17 am
by Eleven Warrior
Hi odinsballs.

I have played lots of Mods and many of them Contain your work. I guess imam not the only 1 who uses your Assets.. Cant wait to see your new stuff LOL.

Thxs for reply

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

Posted: Thu Oct 10, 2013 3:24 pm
by odinsballs
bongobeat wrote:Well I wanted to use it, but there is some "clipping" issue, dont know if it is the right word, when I use the cave entry and even the cave ceiling. There is some "black zone" too. It wasn't nice, so...
or maybe that's my gfx which don't support the 3d, I don't know.

I only keep some skybox and the remove sky object, what a pity :(
SpoilerShow
Image
Image
By the way, I think that you should put the same id, or same first initials on each object, so the user can find them rapidly in the editor.
like "ext" before any name. Anyway the others objects are really cool. But they use a lot of ressource, I started to do one room of 8x8 square, the screen started to lag, my configuration is too small. No offense :)
yes the cave entrance,ceiling bit can be a bit tricky. 1st off these are indeed very customized asset, and indeed are kind of complicated to build together. tecnically if al parts are placed much can be done by rotation at least for the cave entrance part.
also i never released a small editor file, wich would have clarified a lot of things probably, thats my bad and was not very productve.
also the blackwall prop is to be placed 1 tile outside the skybox you are using, its actually a utility prop that prevents one skybox to apear partialy through an adjacent skybox. as for the black corner clipping, that's all grimrock's . this happens when a skybox or even standard multistore assets is larger then hardcoded max clipping size, the skysystem developed by one of the good folks here, might remove that problem, but since im not realy a scriptkid and my keyboard is kind of buggered, that amount of scripting is currently not for me. anyhoo i'll look into making a small editor file wich wil more or less explain the building proces. ;)

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

Posted: Thu Oct 10, 2013 10:01 pm
by odinsballs
bongobeat wrote:Well I wanted to use it, but there is some "clipping" issue, dont know if it is the right word, when I use the cave entry and even the cave ceiling. There is some "black zone" too. It wasn't nice, so...
or maybe that's my gfx which don't support the 3d, I don't know.

I only keep some skybox and the remove sky object, what a pity :(
SpoilerShow
Image
Image
By the way, I think that you should put the same id, or same first initials on each object, so the user can find them rapidly in the editor.
like "ext" before any name. Anyway the others objects are really cool. But they use a lot of ressource, I started to do one room of 8x8 square, the screen started to lag, my configuration is too small. No offense :)
i must admid that i havent seen that graphic glitch yet in any of my testbuilds so far :?

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

Posted: Fri Oct 11, 2013 5:03 pm
by odinsballs
i'm currently going to focus on obtaining some city,town assets. only question is what type of model would people prefer, facade style props or full complete buildings. the latter of course wil take up more space in your dungeons, or should it be a mixture of both types.
suggestions anyone?.....

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

Posted: Sun Oct 13, 2013 4:11 pm
by odinsballs
i am now able to incorporate full building models, without little or no frameloss. so apart from rural stuf i now also wil be adding city building props, keep in mind though these will be approximately 3x3 or 3x2 tile structures, on one positve note if models take up to much space just shove the backside of model outside skybox, depending on what one is building one doesn't need the backside anyhoo 8-)

p.s. for eap v2 all assets will be designated ob- so that they all pop up in one place in editor

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

Posted: Sun Oct 13, 2013 5:29 pm
by bongobeat
odinsballs wrote:i am now able to incorporate full building models, without little or no frameloss. so apart from rural stuf i now also wil be adding city building props, keep in mind though these will be approximately 3x3 or 3x2 tile structures, on one positve note if models take up to much space just shove the backside of model outside skybox, depending on what one is building one doesn't need the backside anyhoo 8-)

p.s. for eap v2 all assets will be designated ob- so that they all pop up in one place in editor
gg :)

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

Posted: Sun Oct 13, 2013 5:36 pm
by odinsballs
just did a first test export and house models apear to have no impact on framerate......hurrah :D
also thinking of implementing destroyed city models, in case leki's dragon flies by ;)

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

Posted: Mon Oct 14, 2013 4:58 pm
by odinsballs
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. :)

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

Posted: Tue Oct 15, 2013 3:11 am
by Komag
That looks very cool! :)

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

Posted: Tue Oct 15, 2013 3:24 am
by odinsballs
Komag wrote:That looks very cool! :)
thanks, it's shaping up nicely and the city bits so far are uber performance friendly, unless some of the previous assets. :)
also there will be some freakishly large shrooms in V2 wich should be fun. and more performance friendly forest stuff, though the forest levels will Always be more performance demanding then city part. i did however notice that performance on forest scene's improves if you turn of ssao ingame. also if you have any suggestions for further additions to asset pack just let me know, i do hit creative dryspill's, or miss a thing occasionally. but it should be shaping up to a nice city building kit at least, it's a lego kit again though... ;)