Ask a simple question, get a simple answer

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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Mysterious
Posts: 226
Joined: Wed Nov 06, 2013 8:31 am

Re: Ask a simple question, get a simple answer

Post by Mysterious »

RE: Saving Textures.

Hi all.

I have 3 Textures 1 norm 1 diff and 1 spec. I am using paint.net as my main art program. I want to save the 3 textures for LOG 2 use, so far this is all I know.

Save As:
1 - DTX5 (Interpolated Alpha)

Compressor Type:
2 - Cluster fit (Slow/HQ)

Error Metric:
3 - Perceptual

Additional Options:
4 - Generate Mip Maps
5 - Super Sampling

Is the correct way to save a .dds file for LOG 2?
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Ask a simple question, get a simple answer

Post by minmay »

Only use DXT5 for textures that need full alpha transparency. For textures that have 1-bit transparency or no transparency, use DXT1 instead (you will get the same quality at half the file size).
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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Mysterious
Posts: 226
Joined: Wed Nov 06, 2013 8:31 am

Re: Ask a simple question, get a simple answer

Post by Mysterious »

So do I just save it as the default that paint.net says Min??

Ok I have saved as you instructed and get this error when in the Editor.
warning! D3DError - CreateTexture failed: D3DERR_INVALIDCALL


In GMT The texture shows on the model no problem.
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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: Ask a simple question, get a simple answer

Post by zimberzimber »

Save it in A8R8G8B8 format
My asset pack [v1.10]
Features a bit of everything! :D
CainOrdamoth
Posts: 34
Joined: Sun Mar 08, 2015 1:45 am

Re: Ask a simple question, get a simple answer

Post by CainOrdamoth »

Hi all, I've been working on some custom races but I need some help. Is it possible to add custom sounds for new races, like power attack yells and pain sounds? I have them already defined and working, but need to 'add' them to a race script if that's possible. The same for portraits. With portraits, can I assign them to a specific race so that they show when that race is selected like for the default races, or do I simply bundle the new portraits with the mod an have people install/use them manually like with custom portraits?

Cheers guys :)
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Isaac
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Re: Ask a simple question, get a simple answer

Post by Isaac »

If you want to assign them to PCs (via script), then include them in mod; [example: mod_assets/textures/portraits/*.tga]
If you want players to be able to choose one during character creation, IRRC, you have the player download and place/or extract them to a portraits folder in the "[user documents]/Almost Human/Legend of Grimrock 2/" folder. Then they should show up in the 'custom' pane of the portrait selection menu during PC creation.

*Unfortunately, I don't believe they can be bundled into the dat file and be selectable in the character generation menu. :(
minmay
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Re: Ask a simple question, get a simple answer

Post by minmay »

Isaac wrote:*Unfortunately, I don't believe they can be bundled into the dat file and be selectable in the character generation menu. :(
Fun fact: they can. If you have files in your mod named according to this format:

Code: Select all

mod_assets/textures/portraits/[race]_[sex]_[two-digit number].dds
then they will appear in the character generation menu.
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Grimrock 1 dungeon
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CainOrdamoth
Posts: 34
Joined: Sun Mar 08, 2015 1:45 am

Re: Ask a simple question, get a simple answer

Post by CainOrdamoth »

Thanks for the replies. I saved the portraits in the right place, but as .tga, do they have to be dds? Also, is 128x128 the right size?
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Isaac
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Re: Ask a simple question, get a simple answer

Post by Isaac »

***It has to be .dds format (for historical reasons), and the images have to be referenced as .tga files in the script; even though they aren't. It will work.***
edit:
I'm sorry, but I was wrong! A tricky mistake on my part... All the portraits I've been tinkering with lately have been applied via script in-game, and they have to be .dds format (like everything else)... but it seems that custom portrait files need to be TGA. !?

@minmay:
Portraits placed in "mod_assets/textures/portraits/" [in either tga or dds format] don't show up in the dat file for me. Perhaps I've messed up the naming convention in some way, but I have always named my portraits using that same format: race_sex_##; just like the default assets.
???
Portraits placed in a folder "portraits" in the same documents folder that holds 'dungeons', do show up ~if TGA.
Last edited by Isaac on Mon Dec 05, 2016 5:49 am, edited 9 times in total.
CainOrdamoth
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Joined: Sun Mar 08, 2015 1:45 am

Re: Ask a simple question, get a simple answer

Post by CainOrdamoth »

I see, I'll try that. Tyvm for the help.
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