21 March 2020, 06:16 | #1 |
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Back into the Dungeon & Chaos Strikes Back - Remake -
Back into the Dungeon & Chaos Strikes Back - Remake -
I just stumbled across this today and was amazed that there had been a DM & CSB mod made for Legend of Grimrock. Well worth a look for the DM fans https://steamcommunity.com/sharedfil.../?id=182382075 https://steamcommunity.com/sharedfil.../?id=104308534 To activate and play the DLC dat files go into C:\users\yourname\Documents\Almost Human\Legend Of Grimrock\Dungeons Launch Legend of Grimrock and select Custom Dungeons on Main menu |
21 March 2020, 07:50 | #2 |
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I have Legend of Grimrock and was thinking about remakes. Is there something like an EoB or DM construction kit? So we can make new dungeons and run it on classic 16 bit systems?
Even multiplayer would be awesome. I would pay for a EoB remake with multiplayer feature and a construction kit. |
21 March 2020, 08:15 | #3 |
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http://dmweb.free.fr/?q=node/664
Contains Level Editor ADF, and Docs & Manuals, not sure how time consuming it is or how practical it is. LoG has a really good Map Editor, hence why they remade DM & CSB |
21 March 2020, 10:09 | #4 |
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I should play with the LoG editor more. I wonder can we import the old Amiga AGA or PC 256 color graphics tiles in? Would be a great way to remake these classics.
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21 March 2020, 10:30 | #5 |
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You could, but they wouldn't look very good. Grimrock's dungeon walls are 3D objects. Dungeon Master uses different tiles depending on the angle you're looking at (straight-on, or 90 degrees, + distance), so it all looks 3D. If you just imported the straight-on wall tiles into Grimrock it would look like you were in a flat rectangular hallway with dungeon stuff painted on the walls.
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21 March 2020, 13:30 | #6 |
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So we would have to render the old EOB textures onto 3D objects to look better in Grimrock? Or maybe convert the textures to voxels or just add a shader with POM or parallax to make some fake 3D like GZdoom.
EOB actually looks better to me than Grimrock due to the hand painted textures in terms of details... |
22 March 2020, 00:08 | #7 | |
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Quote:
A better approach would be to hand-model brand new walls and objects using the original textures as cues. You could load the texture into the modeler as a visual reference to build your object on and then replace it with material textures for the finished product to look right. |
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22 March 2020, 11:04 | #8 |
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I thinking more GZDoom look than OpenGL 3D graphics using 8 bit 256 color graphics to keep that classic feel. But I understand what you are saying.
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22 March 2020, 14:54 | #9 |
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You'd have the same problem with the Doom engine. Just importing flat textures would look butt ugly compared to the angle/distance specific tilemapping in the original games.
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