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So, custom assets.

Posted: Tue Sep 18, 2012 4:49 pm
by spacecookie
Hello everyone.

Having read through a lot of forum threads, and been keeping up to date with the blog and everything, I downloaded the beta on steam earlier today.

So after an hour or so of editing and having fun, it occurred to me, 'it would be nice if the walls looked different.'

So is it possible to import my own walls and graphics for those walls as a matching dungeon set?

So I'd also have created all the assets associated with a particular set, like locks, and doors, all in the same relative style.

With the threads I've read so far, they seem to be saying it's not possible yet. Is this correct?

If so, will this change in time? Some time soon would be really great if it is presently so. :)

I'd be interested in going further eventually, but I thought it might be easier if it were something static that I tried to change first, rather than try to import my favourite 3D ostrich/lettuce monster as a test, or whatever.

Re: So, custom assets.

Posted: Tue Sep 18, 2012 4:54 pm
by antti
Currently the only thing missing is a way to convert or export 3d meshes into the .model format. The file format specifications are released here so all that is required is that some brave programmer would take a crack at it: http://www.grimrock.net/modding/model-a ... e-formats/

Materials and textures can already be swapped for existing 3d models.

Re: So, custom assets.

Posted: Tue Sep 18, 2012 5:09 pm
by spacecookie
Thankyou Antti,

Unfortunately I'm not that much of a technical person, so I don't really understand what I'm looking at there.

Currently I'm waiting for another game to come out and I can go creative/bananas all over that too, but the main reason to bring this up is that they use the OGRE engine to power the game, and it uses .model as an extension, along with .mesh and one other I forgot. Is this relevant to the extension that you're referring to there, or is it just coincidence that they use the same file extension?

Re: So, custom assets.

Posted: Tue Sep 18, 2012 5:21 pm
by antti
It's a coincidence. The .model we use is our own format.

Re: So, custom assets.

Posted: Tue Sep 18, 2012 5:37 pm
by spacecookie
Popular format. :)

It's a shame there isn't a way yet as such.

I'm approaching modding from the perspective of an artist with a little bit of programming knowledge
lost in the depths of time. So I can scribble and create, but I'm not so technical, and hope to learn lua as I went along with a project.

I will eagerly await more news on this as it happens. :)