Modeling a new item - what am I doing wrong ?
Re: Modeling a new item - what am I doing wrong ?
Perhaps the dds exporter you are using is somehow buggy. Could you post a link to your dds file?
Re: Modeling a new item - what am I doing wrong ?
Sure, as soon as I get home (in ~6hrs).
Re: Modeling a new item - what am I doing wrong ?
So here it is:
https://www.dropbox.com/s/0b6v9lzcg6wu1gb/coin.zip
Inside you can find 4 files:
01monety.png - source file
coin.dds - item icon, it's bigger than 75x75 because it was supposed to be one file for all new items
coin_diff.dds - that seems to be working, just for reference
coin_normal.dds - normalMap created in gimp via converting original png to jpg and applying filter.
I really hope you can find what am I doing wrong (once again)
Thanks,
Blichew
https://www.dropbox.com/s/0b6v9lzcg6wu1gb/coin.zip
Inside you can find 4 files:
01monety.png - source file
coin.dds - item icon, it's bigger than 75x75 because it was supposed to be one file for all new items
coin_diff.dds - that seems to be working, just for reference
coin_normal.dds - normalMap created in gimp via converting original png to jpg and applying filter.
I really hope you can find what am I doing wrong (once again)
Thanks,
Blichew
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Modeling a new item - what am I doing wrong ?
I've loaded coin.dds into GIMP and it comes up as 25x25px big. I think your DDS exporter might be trimming the file as it saves it? GIMP has a pretty good plugin that provides DDS support - I would advise giving that a go (I've definitely saved a 256x256 DDS with lots of blank space without problems from GIMP).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Modeling a new item - what am I doing wrong ?
The icon is 25x25, which is wrong. It should be 75x75. This one should work: http://depositfiles.com/files/2roftxaw6Blichew wrote:So here it is:
https://www.dropbox.com/s/0b6v9lzcg6wu1gb/coin.zip
Inside you can find 4 files:
01monety.png - source file
coin.dds - item icon, it's bigger than 75x75 because it was supposed to be one file for all new items
coin_diff.dds - that seems to be working, just for reference
coin_normal.dds - normalMap created in gimp via converting original png to jpg and applying filter.
I really hope you can find what am I doing wrong (once again)
Thanks,
Blichew
So your other textures work now? Apparently Grimrock doesn't require power of 2 textures then. Nice.
On a side note, the texture size is way too large for something like a coin. Unless you plan to have a coin with a diameter of 3 feet. Make it 256x128 or something similar, probably 128x64 is enough already if the coin is as small as a regular coin.
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: Modeling a new item - what am I doing wrong ?
Even if it supports textures that don't have a power of two, I would guess (it is a guess) that it probably pads it with transparent space anyway, so you might as well use a texture with power of two!?
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Modeling a new item - what am I doing wrong ?
Well, it's strange it's 25x25 cause when I'm saving it it's 256x256.
As for other dds's: _diff is working ok, I've posted a screen from in-game model somewhere in this thread.
Thanks for the icon and your advice
EDIT: O, just noticed: your icon from CoinIcon is way too large, I was hoping it would fit in the center of the inventory square, like a blue gem or so, hence the 25x25 icon size that fits in the middle of 75x75px-sized square in my dds.
As for other dds's: _diff is working ok, I've posted a screen from in-game model somewhere in this thread.
Thanks for the icon and your advice
EDIT: O, just noticed: your icon from CoinIcon is way too large, I was hoping it would fit in the center of the inventory square, like a blue gem or so, hence the 25x25 icon size that fits in the middle of 75x75px-sized square in my dds.
Re: Modeling a new item - what am I doing wrong ?
Here is another one, this time as small as a gem and 256x256 so you can add more icons.Blichew wrote:Well, it's strange it's 25x25 cause when I'm saving it it's 256x256.
As for other dds's: _diff is working ok, I've posted a screen from in-game model somewhere in this thread.
Thanks for the icon and your advice
EDIT: O, just noticed: your icon from CoinIcon is way too large, I was hoping it would fit in the center of the inventory square, like a blue gem or so, hence the 25x25 icon size that fits in the middle of 75x75px-sized square in my dds.
http://depositfiles.com/files/1b0u4um9h
Re: Modeling a new item - what am I doing wrong ?
Thanks alot, Phitt.
I still don't get it, how was mine resized coin different than yours
? I'm sure I've resized selection only, not the whole layer... 
I still don't get it, how was mine resized coin different than yours
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wallasaurus
- Posts: 99
- Joined: Thu Oct 11, 2012 5:12 pm
Re: Modeling a new item - what am I doing wrong ?
Have you ever tried swizzling the channels and using DXT5 for normal maps? It's still slightly lossy but much cheaper on memory than full 8888. You chuck away the source .b component and store source .r and source.g in the .a and i think it is .b which gets an extra bit of precision in the dxt5 compression.Phitt wrote:Didn't know about the 32/24 bit thing, thanks for clearing that up. I thought smaller file size = better, but apparently it's more complicated than that.petri wrote:Re: 32-bit normal maps: RGB without alpha is 24-bits and not widely supported by GPUs. Therefore 24-bit maps are internally converted to 32-bits, so it's more efficient to load them if they're in the "native" 32-bit format.
Also DXT1 with 1-bit alpha is pretty much useless because when the alpha is zero, the color is also black which causes ugly dark halos with texture filtering.
From all I can see you used DXT1/1 bit alpha for some textures (example: gobelin textures), I've never used it myself, but I figured it might be a good idea after seeing that since it cuts the file size in half compared to DXT5.
Anyway, good info here - thanks! Might be worth adding compatible texture infos to the modding section somewhere as that is where I landed here from (via google)
cheers,
cw