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Re: Toorum's Dungeon

Posted: Wed Jul 03, 2013 10:18 am
by bongobeat
mhhh there is a lot of work to do, I dont know when I will put an end :D
every day I discover some new things, from other modded, and I'm doing modification or adding something new.
I really dont know when I will stop modification and finish this dungeon! :roll:

Re: Toorum's Dungeon

Posted: Wed Jul 03, 2013 11:49 am
by Komag
Sounds like you are making a lot of progress, keep it up! 8-)

Re: Toorum's Dungeon

Posted: Thu Jul 04, 2013 1:51 pm
by bongobeat
thank you, i will! :D

Re: Toorum's Dungeon

Posted: Fri Jul 26, 2013 4:29 pm
by bongobeat
Update:
mod extended to level 20.
changing the position of toorum sanctuary with the help of a tricks from Komag! So it will need less ressource on the level.
new screenshots:
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And, at least!

Some custom items with the GMT and atlas tool kit!
I can run it now and do some custom icon atlas
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I didnt do new 3d models, I have only retexture existing item.
It's always better now, with new icon and colors.

retexturing a warden for the need of the scenario.
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adding some new texture for the solaris prison wallset (be indulgent, I ve do a little work or retexturing, cause I wouldnt loose too much time on this)
it has to be a "tech" decor. Well if some motivated 3d modder can make me some machine stuffs, like generator, forge machine, industrial things, it would be better, but I think it's ok like that! :D
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mod still in construction, one day I will finish it, oh yes, one day...

Re: Toorum's Dungeon

Posted: Fri Jul 26, 2013 6:16 pm
by maneus
The new custom items are very nice.

Re: Toorum's Dungeon

Posted: Fri Jul 26, 2013 11:17 pm
by leewroy
Hey, dude...20 levels is more than ok. Release it! ;)

Re: Toorum's Dungeon

Posted: Sat Jul 27, 2013 10:14 am
by bongobeat
Hi,

well I have planned something like 25 levels
but dont be afraid, the last levels are smaller than "normal" level. They are part of one big level.
I can't go back now!
Actually i'm expecting an editor issue. It says "not enough memory blablabla" when i try to export the mod, and it crashes.
I ve read something that it is because there is much data, textures in the mod, so i'm trying to delete some stuff I didnt use.
what an annoying job... :D

Re: Toorum's Dungeon

Posted: Sat Jul 27, 2013 12:51 pm
by maneus
If you have a lot of custom music, shrink the files by convert them with for example "XMediaRecode". So you have a half of their original size.
By this way I´ve solved the not enough memory problem in my case.

Re: Toorum's Dungeon

Posted: Sat Jul 27, 2013 3:23 pm
by undeaddemon
bongobeat wrote: Actually i'm expecting an editor issue. It says "not enough memory blablabla" when i try to export the mod, and it crashes.
I only have 10 levels, 2 are not even filled, and I get this. To work around it, I go into the game settings, and set all the graphic options and such to "low"

Re: Toorum's Dungeon

Posted: Sat Jul 27, 2013 4:13 pm
by bongobeat
Thanks for the help,

I have set the details to low, and the export works now!

i ve 8 or 9 custom music in ogg.

some wave sounds in 44khz stereo quality
and one sounds of 45 sec in 44khz too.
Do you think I can re convert them into 22Khz quality?
I ve read in the grimrock modding section, that the wave file has to be in 44 kHz, stereo or they may not be playable to other machine, but if I do that I can save 11Mb.