Under Dungeon Tile Set - Questions/Help

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
Post Reply
User avatar
vanblam
Posts: 243
Joined: Sun Nov 09, 2014 12:15 am

Under Dungeon Tile Set - Questions/Help

Post by vanblam »

Well the first version of Under Dungeon is up!
Thanks again for your suggestions, I would have missed a few things for the set :)
If anyone needs help with how to set up or use any of the parts in the set please ask.


• Under Dungeon V1.0 •
http://www.nexusmods.com/legendofgrimrock2/mods/87/?

• Tutorial Dungeon •
http://www.nexusmods.com/legendofgrimro ... ile?id=482
User avatar
Mysterious
Posts: 226
Joined: Wed Nov 06, 2013 8:31 am

Re: Under Dungeon Tile Set - Questions/Help

Post by Mysterious »

hI.

I have to say this set is good quality and that's the truth. It's a shame that Almost Human don't make DLC packs for Grimrock 2. Things like a human pack or monster and old buildings.

You have put a lot of work into this pack and it shows in the quality. Thank you so much for sharing this pack with community here. 10/10 Cudos :)

PS: Please keep up the good work and cant wait to see more exciting things from you yeah.
User avatar
vanblam
Posts: 243
Joined: Sun Nov 09, 2014 12:15 am

Re: Under Dungeon Tile Set - Questions/Help

Post by vanblam »

Mysterious wrote:hI.

I have to say this set is good quality and that's the truth. It's a shame that Almost Human don't make DLC packs for Grimrock 2. Things like a human pack or monster and old buildings.

You have put a lot of work into this pack and it shows in the quality. Thank you so much for sharing this pack with community here. 10/10 Cudos :)

PS: Please keep up the good work and cant wait to see more exciting things from you yeah.
Well thank you for the complement :) I was shooting for a DLC kind of feel to my packs :D .

My goal is to produce content for the modding community. Re-immersing the designer and the player back into Grimrock 2. I do use other resources to help create some of the things in my packs. I was thinking about incorporating other mods from different games into Grimrock 2, e.g. mods from Skyrim. Using there weapon mods, effects, objects and what not. ( With their permission of course :P )
kelly1111
Posts: 349
Joined: Sun Jan 20, 2013 6:28 pm

Re: Under Dungeon Tile Set - Questions/Help

Post by kelly1111 »

Really, really love your work in this wonderfull tileset. I am using it now in my new project. Many thanks for your time and effort creating it !

one question tho: I am really trying to be conservative on my mod assets folder size. I noticed that some of your textures are 5,33 mb each. 7 in total. and that some if the .dif texture are also rather big (2,70 mb) compared to say for instance textures from the original game. Is there a reason to this ?

And if I wanted to crop their size, would this be possible (how would I do it?)
or result in a big quality loss ?

I just noticed they are all at a size of 2048 * 2048 ... and other textures are 1024 *1024

Another Question pops up: If I would reduce the size of the normal maps to 1024*1024 in a .dds file would that be good practice or should I make a new normal map out of the diffuse texture first?
User avatar
vanblam
Posts: 243
Joined: Sun Nov 09, 2014 12:15 am

Re: Under Dungeon Tile Set - Questions/Help

Post by vanblam »

kelly1111 wrote:Really, really love your work in this wonderfull tileset. I am using it now in my new project. Many thanks for your time and effort creating it !

one question tho: I am really trying to be conservative on my mod assets folder size. I noticed that some of your textures are 5,33 mb each. 7 in total. and that some if the .dif texture are also rather big (2,70 mb) compared to say for instance textures from the original game. Is there a reason to this ?

And if I wanted to crop their size, would this be possible (how would I do it?)
or result in a big quality loss ?

I just noticed they are all at a size of 2048 * 2048 ... and other textures are 1024 *1024

Another Question pops up: If I would reduce the size of the normal maps to 1024*1024 in a .dds file would that be good practice or should I make a new normal map out of the diffuse texture first?
Thanks I'm glad your using it. :D

The reason I use high quality images is that many of the models share 1 texture (that actually saves space) and the other reason is I like the detail :)

If you wanted you can just size them down, there won't be much of a quality loss. Some of the larger textures tho are more of an atlas for multiple models, you "might" see a quality loss there. So the textures you see that are 2048, I would only bring them down to 1024. Everything else you can get away with 512.

Down sizing a dds normal map shouldn't do any damage to it. For creating normal maps I would use the highest quality image, then from there size it down if desired.
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Under Dungeon Tile Set - Questions/Help

Post by minmay »

vanblam wrote:
kelly1111 wrote:Really, really love your work in this wonderfull tileset. I am using it now in my new project. Many thanks for your time and effort creating it !

one question tho: I am really trying to be conservative on my mod assets folder size. I noticed that some of your textures are 5,33 mb each. 7 in total. and that some if the .dif texture are also rather big (2,70 mb) compared to say for instance textures from the original game. Is there a reason to this ?

And if I wanted to crop their size, would this be possible (how would I do it?)
or result in a big quality loss ?

I just noticed they are all at a size of 2048 * 2048 ... and other textures are 1024 *1024

Another Question pops up: If I would reduce the size of the normal maps to 1024*1024 in a .dds file would that be good practice or should I make a new normal map out of the diffuse texture first?
Thanks I'm glad your using it. :D

The reason I use high quality images is that many of the models share 1 texture (that actually saves space) and the other reason is I like the detail :)

If you wanted you can just size them down, there won't be much of a quality loss. Some of the larger textures tho are more of an atlas for multiple models, you "might" see a quality loss there. So the textures you see that are 2048, I would only bring them down to 1024. Everything else you can get away with 512.

Down sizing a dds normal map shouldn't do any damage to it. For creating normal maps I would use the highest quality image, then from there size it down if desired.
Don't you think this is expecting an awful lot from your users? To "scale" down an S3 compressed texture without additional quality loss from re-encoding (since S3 compression is lossy) you need a specialized tool that discards the topmost X maps and moves the mipmaps "up" by X without re-encoding. Even I don't know of a program that does that (although I could write one). Most users won't even know what you need to do, let alone how to do it.
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.
User avatar
vanblam
Posts: 243
Joined: Sun Nov 09, 2014 12:15 am

Re: Under Dungeon Tile Set - Questions/Help

Post by vanblam »

I could create an addition download pack with scaled down textures. I guess because I'm use to working with DDS textures files I forget that not everyone has Photoshop with the DDS plug-in :P
Until I create that pack if you do have Photoshop and that plug-in, its extremely easy. Just make sure on the downsize you have it set to "sharper". On the save do DXT 1 with no alpha for "dif" and "spec" textures, DTX 3 with alpha for "normal" textures. ( On some "dif" textures check to make sure there is no alpha channel, if there is just do the DXT 3 with alpha on save)


Here is a link to the plug-in
https://developer.nvidia.com/gameworksd ... oshop-8-55
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Under Dungeon Tile Set - Questions/Help

Post by minmay »

vanblam wrote:Until I create that pack if you do have Photoshop and that plug-in, its extremely easy. Just make sure on the downsize you have it set to "sharper". On the save do DXT 1 with no alpha for "dif" and "spec" textures, DTX 3 with alpha for "normal" textures. ( On some "dif" textures check to make sure there is no alpha channel, if there is just do the DXT 3 with alpha on save)
This causes the plugin to re-encode, causing the extra quality loss I was talking about. At the very least, you should move the mipmaps up instead of resizing the main map, to minimize the damage done by re-encoding. (In certain cases this can result in no quality loss at all, but that requires luck).
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.
User avatar
vanblam
Posts: 243
Joined: Sun Nov 09, 2014 12:15 am

Re: Under Dungeon Tile Set - Questions/Help

Post by vanblam »

Your going to loose quality on downsize no matter what anyhow .. But its not going to be that noticeable at all. (besides the obvious downsize). If you can notice that much difference you have a hell of an eye :D
Post Reply