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Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Posted: Sat Jul 04, 2015 11:47 am
by THOM
You have to include the texture definitions too. The are stored in the script-file called "materials". And, of course, you have to copy over the texture-files into your mod_assets folder.

(and you have to make sure, that the material-definitions are pointing to the right path of the texture-bitmaps...)

Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Posted: Sat Jul 04, 2015 11:48 am
by Dunkler
Thank you :)

Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Posted: Sat Jul 04, 2015 1:15 pm
by Eleven Warrior
Bug 1: Oh I can see the torch light through the wall(s) that you made Minmay. Normal I guess ahy. Just something you mentioned before.
Bug 2: That ceiling with hole (dm_ceiling_breakin_1) WTF.The texture is crap. Wow. It should have more glow or something. It was better in log 1.
Bug 3: OMG The glitches at times with some of the objects, if you use the mouse to move the camera lol.

I cannot be bothered to continue. the list is long but you know I would say from what I have see 7/10. Good try, but fails to relive the set.

Cons:
You said don't use the Occluders from the LOG 2 assests and you did strange?? Some of them do reveal things behind walls?? :(
Lag is present with to many objects. :(
You must decide which objects should have minimal save and not, you opted for the easy way. (save your butt) :()
The textures: Did you convert them?? Because some of them look awefull. Bad form??:() :()
The set Is half broken not as bad as the ones I issued, but good try :)

More to come:

Pros:
MY GOD: The code wtf lol. It's very, very good as Minmay would except.....awesome coding, though I am still trying to work it out lol.
Did good with explanations on objects and how the are used. :)
Saved your butt against (Azel) lol. :D

Ok that's it for now mate but I will sus out everything, camera angle, movement etc.....

PS: LOVE YOU MATE :)

Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Posted: Sat Jul 04, 2015 4:52 pm
by Azel
Thanks for the explanation on the Legal Stuff, minmay.

I noticed with the flaming gloves that if they are on the floor, and the player "picks them up and puts them down"... there is a small graphical glitch. If you pick them up from one spot on a square, and place them on the floor on a different spot, then a fire graphic appears at the first, original location. Not much of a bug since the fire graphic looks cool; just "feels" like a glitch.

Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Posted: Sat Jul 04, 2015 4:59 pm
by THOM
This seems to be a grafical glich with all items, that have a particle-system attached...

Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Posted: Sat Jul 04, 2015 6:36 pm
by minmay
Eleven Warrior wrote:Bug 1: Oh I can see the torch light through the wall(s) that you made Minmay. Normal I guess ahy. Just something you mentioned before.
this is normal, light always leaks through secret doors and other models in grimrock; this is the case in the standard assets too
Eleven Warrior wrote:Bug 2: That ceiling with hole (dm_ceiling_breakin_1) WTF.The texture is crap. Wow. It should have more glow or something. It was better in log 1.
it's literally identical to the one in LoG1, i agree it's ugly but there's not really anything I can do about that
Eleven Warrior wrote:Bug 3: OMG The glitches at times with some of the objects, if you use the mouse to move the camera lol.
what do you mean?
Eleven Warrior wrote:You said don't use the Occluders from the LOG 2 assests and you did strange?? Some of them do reveal things behind walls?? :(
i never said that. i do recall that in many cases you were using the wrong occluders for your objects, and that i told you in some cases you needed new ones; some of those cases exist in this conversion too, so i did make new ones for those cases!
Eleven Warrior wrote:Lag is present with to many objects. :(
this isn't a bug; it's an unfortunate fact that computers do not have infinite processing power. the models have the same triangle counts as in the LoG1 version with few exceptions (since they're the same as the models in the LoG1 version with few exceptions - it's a conversion after all). generally tri counts for the wood pillar tiles will end up similar to the tomb tileset but with elevation, and tri counts for the other tiles will be very low. the example dungeon does use heavy lighting in quite a few places so it's a bit more demanding than Isle of Nex overall, especially in the Gardens, but that's just a design decision i made for the example dungeon and has nothing to do with the actual conversion
Eleven Warrior wrote:You must decide which objects should have minimal save and not, you opted for the easy way. (save your butt) :()
what do you mean? the pack includes a "minimalSaveState" tag for the objects that have it, if you look at the list compared to the full list i doubt you'll find anything wrong.
Eleven Warrior wrote:The textures: Did you convert them?? Because some of them look awefull. Bad form??:() :()
the textures are the same as in the LoG1 version. many of the normal maps look awful because the LoG1 version used dxt1 compression on them which degrades normal maps horribly; there's nothing i can do about this as i don't have the original high-poly models.
Azel wrote:I noticed with the flaming gloves that if they are on the floor, and the player "picks them up and puts them down"... there is a small graphical glitch. If you pick them up from one spot on a square, and place them on the floor on a different spot, then a fire graphic appears at the first, original location. Not much of a bug since the fire graphic looks cool; just "feels" like a glitch.
When attaching a particle system to an item you basically have three choices:
1. Emit the particles to object space so they always stay attached to the item. This looks weird if you e.g. throw a flaming item, as the flames will appear "stuck" to it. This is used for the elemental essences in the standard assets.
2. Emit the particles to world space. Throwing the item looks better now; the flames behave more realistically and make a trail behind the item. The problem is that this also results in the issue you mentioned. This is the option I chose for Flamitt and several other items. It is also used for power gems in the standard assets.
3. Emit the particles to world space, and use extra code to restart the particle system if the item is picked up and dropped, to avoid the issue above. I figured this was overkill.
If you prefer a different option then it is trivial to change it yourself.

Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Posted: Fri Jul 10, 2015 3:10 am
by Azel
So I used some of Germanny's pervious published assets, including the, grim_table_round and grim_table_square. I noticed that here they are virtually identical to: dm_surface_table_round and dm_surface_table_square. Are these literally the same asset, or were slight adjustments made? I didn't see this in the ReadMe.

Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Posted: Fri Jul 10, 2015 8:35 am
by minmay
Azel wrote:So I used some of Germanny's pervious published assets, including the, grim_table_round and grim_table_square. I noticed that here they are virtually identical to: dm_surface_table_round and dm_surface_table_square. Are these literally the same asset, or were slight adjustments made? I didn't see this in the ReadMe.
The models are the same as the versions in the Grimrock 1 Dungeon Master Resource, except for removing doubled vertices as an optimization. This does not change the geometry but does slightly alter some of the surface normals (which is worth it overall as it saved a total of about 27 MB across all the models). The textures are the same, except that the normal maps had to be converted to the Grimrock 2 colour format, which results in some deterioration.
Obstacle+surface behaviour in Grimrock 2 is obviously different from altar behaviour in Grimrock 1, so they won't be identical in that regard. They certainly will not be identical to any other conversion since I have not copied anything from other conversions.

Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Posted: Wed Jul 15, 2015 2:19 pm
by akroma222
Thank you for sharing this Minmay (and Germanny!!)
You have saved me a bunch of time converting it ;)
Akroma

Re: [1.0] Germanny's Dungeon Master Resource for LoG2

Posted: Wed Jul 15, 2015 8:59 pm
by germanny
Hi there. Awesome work minmay, really!
I´m sorry for not able to work more beside you. But life issues are much more important yet.

Personally i´m a bit pissed off that AH changed the normal maps in Grimrock 2.. *grrr*
(Maybe it´s a better normal mapping, but never..never expected that change :/)

Minmay, i downloaded the set and have looked a bit :) You are right with the normal maps, there is a loss in sharpness.
You may test some things out with photoshop filters and layers - to spice the normals a bit up.
Before converting to green+alpha i tested to duplicate the whole layer, blend mode from new layer to 'soft light' at ~30%.
That layer gets one filter pass 'edge sharpen' .
Duplicate the base layer again, then do a little gaussian blur to it. Blend mode 'soft light' at ~25%
Collapse the three layers, then copy (STRG-LClick) the red channel to alpha (STRG-RClick)
And delete + fill red + blue with black.
Save.

Just a quick testing, you can experiment with that more..
it seems the map is more crispier and dominant then.
If i only had saved all the final normal maps raw as psd before converting to dds.. a big mistake as we see now xD

So keep up your great work on this, minmay!