Search found 288 matches

by odinsballs
Fri Mar 13, 2015 7:02 pm
Forum: Mod Creation
Topic: neo-goth industrial set and more
Replies: 63
Views: 24736

Re: neo-goth industrial set and more

have it your way, shop closed and bye bye
by odinsballs
Fri Mar 13, 2015 5:23 pm
Forum: Mod Creation
Topic: neo-goth industrial set and more
Replies: 63
Views: 24736

Re: neo-goth industrial set and more

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,...
by odinsballs
Fri Mar 13, 2015 1:31 am
Forum: Mod Creation
Topic: neo-goth industrial set and more
Replies: 63
Views: 24736

Re: neo-goth industrial set and more

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...
by odinsballs
Thu Mar 12, 2015 7:51 pm
Forum: Mod Creation
Topic: neo-goth industrial set and more
Replies: 63
Views: 24736

Re: neo-goth industrial set and more

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...
by odinsballs
Thu Mar 12, 2015 5:11 pm
Forum: Mod Creation
Topic: neo-goth industrial set and more
Replies: 63
Views: 24736

Re: neo-goth industrial set and more

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 i...
by odinsballs
Thu Mar 12, 2015 4:55 pm
Forum: Mod Creation
Topic: neo-goth industrial set and more
Replies: 63
Views: 24736

Re: neo-goth industrial set and more

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 ar...
by odinsballs
Thu Mar 12, 2015 6:23 am
Forum: Mod Creation
Topic: neo-goth industrial set and more
Replies: 63
Views: 24736

Re: neo-goth industrial set and more

Just walked around your demo region a bit. Absolutely wonderful! This is precisely what I needed to make the Mechanical Age of my Myst Mod. Thanks for this! -Azel GREAT!...good the goods are working :D , and on the Industrial front of the set i still have a few thing's to come, like a turbine and a...
by odinsballs
Thu Mar 12, 2015 2:46 am
Forum: Mod Creation
Topic: neo-goth industrial set and more
Replies: 63
Views: 24736

Re: neo-goth industrial set and more

hi bongobeat, well i have slapped an occluder on every model in there except the trees, and those will get a backside (or should i say inside full of occlusion too 8-) Those are probably going to be too small to occlude anything. Occlusion in Grimrock doesn't occlude individual faces or anything; i...
by odinsballs
Thu Mar 12, 2015 12:51 am
Forum: Mod Creation
Topic: neo-goth industrial set and more
Replies: 63
Views: 24736

Re: neo-goth industrial set and more

hey folks dropbox links for the current assets i got are up now, just check 1st post in thread for dl links and fire away 8-)
by odinsballs
Thu Mar 12, 2015 12:39 am
Forum: Mod Creation
Topic: neo-goth industrial set and more
Replies: 63
Views: 24736

Re: neo-goth industrial set and more

Hey Odinsballs, seems that you finally convert your assets to log2? :) I have tried your demo, but it lags a lot for me. When I tried your log1 wallset (converted into log2), except for the trees and plants, I did not have so much lag. Did these models not use too many ressources? hi bongobeat, wel...