Custom Portraits?

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
AraxisHT
Posts: 5
Joined: Tue Apr 17, 2012 1:06 am

Custom Portraits?

Post by AraxisHT »

Do we have a way to import custom portraits yet? If not, is there a chance it will be supported in an upcoming patch? It seems like something really simple to add.
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Valares
Posts: 3
Joined: Sun Apr 08, 2012 9:37 pm

Re: Custom Portraits?

Post by Valares »

Id like to see this update/mod too! :D
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Rozy
Posts: 26
Joined: Tue Apr 17, 2012 7:05 am
Location: Desert of Texas

Re: Custom Portraits?

Post by Rozy »

I was just playing around with this in fact.


http://cloud.steampowered.com/ugc/55868 ... A716471B7/

With XRaptors .dat exporter and the photoshop .dds plugin, doing this isn't even busywork. It's easy as well... A thing that's easy. I'm gonna experiment with a few other things to see if somehow the game will just load extra packed portraits. I doubt the extractor will even pack extras but I'm in curious mode here.
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Jack Dandy
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Joined: Fri Mar 02, 2012 2:22 pm
Location: Haifa, Israel

Re: Custom Portraits?

Post by Jack Dandy »

Oh cool! Please share it with us if you can.

Hoping the devs put in an official version of this feature too.
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Rozy
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Location: Desert of Texas

Re: Custom Portraits?

Post by Rozy »

Well I obviously can't share my file, as this requires editing of the Grimrock.dat file.

But what I did was use xraptors Grimrock.dat extractor to find and extract the portraits. They're saved under assets/textures/portraits and named per gender and race. They're very simply renamed .dds files, and renaming them allowed me to load human_female01 into photoshop with the nvidia dds plugin, and save it after editing with default settings to get it loaded just fine. In case my defaults are different than yours they were DTX1, RGB, 4bbp, no alpha and set to generate mip maps. Also saved as a 2D texture.

And then to get it loaded just load up grimrock.dat in the extractor, choose patch and navigate to where you exported the files to. NOT directly to the textures, to the directory where the assets folder is saved to. Remember you must rename it from dds to d3d9_texture for it to be loaded into your new patched grimrock.dat
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petri
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Location: Finland

Re: Custom Portraits?

Post by petri »

Unless you want compression artifacts it's better to use ARGB_8888 format instead... or wait for the official feature :)
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Rozy
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Joined: Tue Apr 17, 2012 7:05 am
Location: Desert of Texas

Re: Custom Portraits?

Post by Rozy »

Thanks for the hint, but don't mind me too much. Just a fan of doing things the hard way whenever possible as early as possible .D
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Jack Dandy
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Joined: Fri Mar 02, 2012 2:22 pm
Location: Haifa, Israel

Re: Custom Portraits?

Post by Jack Dandy »

Thanks for the help, man! Hoping for the official version ASAP. :lol:
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King Semos
Posts: 123
Joined: Sun Apr 15, 2012 6:05 pm

Re: Custom Portraits?

Post by King Semos »

Something I was thinking about that is very similar to this, would also be updating the "Hand portraits". My Minotaur seems to have Human hands, and if I were to ever go the route of Unarmed I would very much like it if the hand matched the race and maybe had a more aggressive pose, seems to be an underhand slap atm. Just a thought.
Empyrean
Posts: 77
Joined: Wed Apr 18, 2012 8:59 am

Re: Custom Portraits?

Post by Empyrean »

King Semos wrote:Something I was thinking about that is very similar to this, would also be updating the "Hand portraits". My Minotaur seems to have Human hands, and if I were to ever go the route of Unarmed I would very much like it if the hand matched the race and maybe had a more aggressive pose, seems to be an underhand slap atm. Just a thought.
Seeing as how a minotaur is a bull's head on a man's body, I'm not quite sure what you're expecting here.
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