Ask a simple question, get a simple answer
- Mysterious
- Posts: 226
- Joined: Wed Nov 06, 2013 8:31 am
Re: Ask a simple question, get a simple answer
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?
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?
Re: Ask a simple question, get a simple answer
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
- Mysterious
- Posts: 226
- Joined: Wed Nov 06, 2013 8:31 am
Re: Ask a simple question, get a simple answer
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.
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.
- zimberzimber
- Posts: 432
- Joined: Fri Feb 08, 2013 8:06 pm
Re: Ask a simple question, get a simple answer
Save it in A8R8G8B8 format
My asset pack [v1.10]
Features a bit of everything!
Features a bit of everything!
-
- Posts: 34
- Joined: Sun Mar 08, 2015 1:45 am
Re: Ask a simple question, get a simple answer
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
Cheers guys
Re: Ask a simple question, get a simple answer
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.
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.
Re: Ask a simple question, get a simple answer
Fun fact: they can. If you have files in your mod named according to this format:Isaac wrote:*Unfortunately, I don't believe they can be bundled into the dat file and be selectable in the character generation menu.
Code: Select all
mod_assets/textures/portraits/[race]_[sex]_[two-digit number].dds
SpoilerShow
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
-
- Posts: 34
- Joined: Sun Mar 08, 2015 1:45 am
Re: Ask a simple question, get a simple answer
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?
Re: Ask a simple question, get a simple answer
***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.
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.
-
- Posts: 34
- Joined: Sun Mar 08, 2015 1:45 am
Re: Ask a simple question, get a simple answer
I see, I'll try that. Tyvm for the help.