neo-goth industrial set and more

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Granamir
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Re: neo-goth industrial set and more

Post by Granamir »

vegetation seems great
maybe u want to give tree roots a better shape, since if they are on ground u don't see roots and if they are in or near water giving them a shape like mangrovia seems more natural
thank you
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Drakkan
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Re: neo-goth industrial set and more

Post by Drakkan »

missing these massive trees roots growing trough the land ! :)
thanks to cut the asset like this, good idea !

also I still think the size of the asset is too much. It is possible maybe somehow lower the texture and upload version with low-textures as a download possibility ? I do not know if you are aware that Log2 has some serious memory issues when using more custom assets, which is curently making the asset almost un-usable together with some other ones :/
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odinsballs
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Re: neo-goth industrial set and more

Post by odinsballs »

Drakkan wrote:missing these massive trees roots growing trough the land ! :)
thanks to cut the asset like this, good idea !

also I still think the size of the asset is too much. It is possible maybe somehow lower the texture and upload version with low-textures as a download possibility ? I do not know if you are aware that Log2 has some serious memory issues when using more custom assets, which is curently making the asset almost un-usable together with some other ones :/
i can certainly chomp down on texture size, mind you though this will change how tings look,but i''ll look into making a lighter version alongside the Original.texture downsizing realy dont take much time, so should be doable, also chopping away a good portion of un- needed mushroom roots (subfloor), that should easily remove a massive amount of lag on places where manny shrooms are used.
bassically i got everything including raw model 3ds formats, double backed up so i can technically make as manny versions as are needed/ wanted, on the other hand i must say that as long as steam dont fix they shoddy workshop mod upload limit, people will have to shop elsewhere, cuz with custom stuff the package size Always hits 100 mb before ya know it, but i shall see what i can do about the textures for a light version, i''ll let you know when its done ;)
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odinsballs
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Re: neo-goth industrial set and more

Post by odinsballs »

Granamir wrote:vegetation seems great
maybe u want to give tree roots a better shape, since if they are on ground u don't see roots and if they are in or near water giving them a shape like mangrovia seems more natural
thank you
keep in mind that the assets are subject to constant change (optimization wise that is, whats in there stays in there, might get updated/upgraded though), i certainly might add some floor root deco to it at some point, but there is still a lot o optimization going on on mostly the foliage pack, for instance im chopping all subfloor roots from mushrooms cuz they seem to be giving a bit of lag due to un-needed high poly count, as is its all wip stuff anyway, just wanted to put this stuff out a bit early for exposure and to avoid repeating the thing that happened to this in log 1....wich would be that it simply didnt happen for log1, think i might have a good use for all them root parts that are coming of o them shrooms then 8-)
minmay
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Re: neo-goth industrial set and more

Post by minmay »

Just downloaded the pack. I see several things you could do to greatly reduce texture size:
1. use DXT1 compression on the textures that don't have alpha channels. Specular maps never need alpha, and I see a lot of diffuse textures without alpha as well. If there is no alpha channel then DXT1 gives identical results to DXT5, except it requires storing only half the data!
2. seems like most of your specular maps are nearly identical to your diffuse maps, so they can be removed
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odinsballs
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Re: neo-goth industrial set and more

Post by odinsballs »

minmay wrote:Just downloaded the pack. I see several things you could do to greatly reduce texture size:
1. use DXT1 compression on the textures that don't have alpha channels. Specular maps never need alpha, and I see a lot of diffuse textures without alpha as well. If there is no alpha channel then DXT1 gives identical results to DXT5, except it requires storing only half the data!
2. seems like most of your specular maps are nearly identical to your diffuse maps, so they can be removed
handy thing to know , about those compression method''s i was indeed mistakingly thinking all textures need dxt5 compression, so that''s only in case of textures with no transparencies then (mental note taken :lol: )
as for the spec''s they do not only seem to be similar.....(drumroll...and ..wait for it!......)....they are identical, and i only put those in because i thought they belong in there, but if they actually serve no purpose, might as well scrap em then. aaaaarh there''s still so much to learn :oops:

thanks for the info though ;)
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odinsballs
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Re: neo-goth industrial set and more

Post by odinsballs »

just ran in to a nice batch of fitting highres texture replacements (high res as better quality, not bigger in size....duh)
so since some pointed out that the textures where a bit low detail (wich is true, but one makes due), i desided to replace the textures on Industrial set, might take a few days , since some parts will have their uv''a rearanged, but overal i wager this should be a welcome change/upgrade in graphic quality, also not to worry ...i will optimize the living snot outa them once they in place 8-)
minmay
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Re: neo-goth industrial set and more

Post by minmay »

odinsballs wrote:
minmay wrote:Just downloaded the pack. I see several things you could do to greatly reduce texture size:
1. use DXT1 compression on the textures that don't have alpha channels. Specular maps never need alpha, and I see a lot of diffuse textures without alpha as well. If there is no alpha channel then DXT1 gives identical results to DXT5, except it requires storing only half the data!
2. seems like most of your specular maps are nearly identical to your diffuse maps, so they can be removed
handy thing to know , about those compression method''s i was indeed mistakingly thinking all textures need dxt5 compression, so that''s only in case of textures with no transparencies then (mental note taken :lol: )
as for the spec''s they do not only seem to be similar.....(drumroll...and ..wait for it!......)....they are identical, and i only put those in because i thought they belong in there, but if they actually serve no purpose, might as well scrap em then. aaaaarh there''s still so much to learn :oops:
Just put the diffuse map filename in the specularMap field of the material definition. There's no need to use two different files if they're the same anyway.
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Phitt
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Re: neo-goth industrial set and more

Post by Phitt »

I'm just wondering...do you have permission to use these assets? I know that Bethesda was very restrictive about the use of their assets back when I modded their games, they wouldn't even allow porting assets between their own games (eg Morrowind to Oblivion etc). Don't want to be the party pooper, just sayin'. Other than that the models look great in Grimrock as well, now we only need raining cheese and an (animated) port of Super Mutants with a minigun.

EDIT: Oh, and specular maps for Beth games can be found in the alpha channel of the normal map. So if you want to use the proper spec map for Grimrock you need to copy paste the normal map alpha and save it as DXT1.
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odinsballs
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Re: neo-goth industrial set and more

Post by odinsballs »

Phitt wrote:I'm just wondering...do you have permission to use these assets? I know that Bethesda was very restrictive about the use of their assets back when I modded their games, they wouldn't even allow porting assets between their own games (eg Morrowind to Oblivion etc). Don't want to be the party pooper, just sayin'. Other than that the models look great in Grimrock as well, now we only need raining cheese and an (animated) port of Super Mutants with a minigun.

EDIT: Oh, and specular maps for Beth games can be found in the alpha channel of the normal map. So if you want to use the proper spec map for Grimrock you need to copy paste the normal map alpha and save it as DXT1.
most of the models are indeed modelled together, from chopped textured f03 parts, but are cut down and altered, (realy only needed them for speeding up build proces, weed out the whole uv mapping thingy,not the most skilled guy,i just got tons of ideas i wanted to do sumthin with.),as for the higher res textures im implementing now, those should be none of bethesda''s beezwax since they come from nmc''s biggass highress texture pack,kuddo''s to that guy!, and technically its not even straight parts ported over...nay i masacred some things for parts and went on creating my own thing from them, but then again if folk''s think my work is offensive to anyone, i can easy kill the project of again, killed it of for so many reason''s so many times,that one more time wont bother me that much, other then the fact that im done modding then,...its not like im putting in no work, and of course people can Always choose not to use the goods and build their own,simple as that really...moral objection''s...well then its not for those folk''s apparently
i''d say lets have a little thumbs up/thumbs down poll kinda thingy, if anyone else feel the need to act up as e-lawyer, feel free to speak up, hell with enough enough complaints..., i shall gladly toss the project and go do something more usefull with my time then.
i expect this shtaco from steam or fricking nexus but ffing hell, if the e-lawyer trend is already hitting the indy game scene'boy then we gone a long way down the crapper
not amused,....not one ffing bit :evil:

and on a side note u realy could''ve pm'ed me about this instead of in thread :roll:
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