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Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Thu Nov 24, 2016 2:09 am
by Mysterious
Hello. I have tried to download the file and it downloads but I cannot open it up in winzip for some reason. When it's downloading a message appears (interrupted) I click on resume it finish but winzip says it's not a valid file.

Could you please put this on Nexus or help me out? Thank you :)

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Thu Nov 24, 2016 2:23 am
by minmay
I don't want to upload it to Nexus until it's finished and more thoroughly tested. Can you provide more detail about the problem you're encountering? Are you certain that you are downloading the file completely before you try to open it? It should be exactly 328,260,666 bytes, and the MD5 hash is 1291cfe6f555e255d33c50140bf3841b.

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Thu Nov 24, 2016 3:36 am
by Isaac
minmay wrote:...and the MD5 hash is 1291cfe6f555e255d33c50140bf3841b.
I assume that most would need a link to an MD5 hash utility. ;)
https://www.microsoft.com/en-us/downloa ... x?id=11533

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Thu Nov 24, 2016 5:29 am
by Mysterious
Ok I download the file issac said install it and don't know how it works. I try to download Min's zip file and at 30mb it says the file is intruppted and I click resume it does so but does not download the whole file.

Really I can download all the other files on this forums including zips eg: zim_assets and have no problems. What is wrong??

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Thu Nov 24, 2016 11:09 am
by minmay
Ok, here's a Google Drive mirror. Try downloading from there.

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Fri Nov 25, 2016 2:45 am
by Mysterious
Thank you. That works perfectly. Oh and the set is good so far :) Will report back with any issues if that's what you would like.

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Mon Dec 05, 2016 3:05 am
by Mysterious
Hi.

This is some of the things I have found with the (Sx Town Set) ATM. I will continue to check every asset out for you sir and report back when I am completely done :)

Here is what I have found at the moment and just (some suggestions) not required, just for player preferences. Oh and you have left an editor file in the town folder. I tried to load it into the editor but it's missing the init.lua file.

I would have liked to see each set by it's self rather than sifting and deleting what I don't need to use. eg:
Sx Town Set, Dark Temple Set etc........

It is good that you have combined all the sets for experienced users but for a beginner, it's a nightmare as a friend said to me who by the way is completely new to LOG 2 I don't know what to delete in case I delete the wrong thing. Yes she should read the .lua files etc... but, some people just want to start using the sets not spend hours figuring how to delete stuff (suggestion only) maybe you could split them up.

(1)
g1_town_doorway_outin2_1
g1_town_doorway
g1_town_doorway_indoor

If you walk through the doorway normaly no problem but if you walk through the doorway sideways there seems to be a glitch, maybe another model.

(2)
g1_town_door_swinging
g1_town_door_swinging_outin2
g1_town_door_swinging_indoor

The doors only open and close one way. Once you open the door and pass through turn around you cant close the door. My swing door you can open and close on both sides of the door.

(3)
g1_town_roof

Would be good if it was a Platform that way the player can walk on top of the roof for say a Quest or another way to enter a locked building (suggestion only).

Also it would be nice to (double side) the texture on the model (suggestion only) you can see the ceiling inside the building eg:

--** Changed so you can see it inside the building **--
defineMaterial{
name = "sx_town_roof",
diffuseMap = "mod_assets/g1/Town/textures/sx_town_roof_dif.tga",
specularMap = "assets/textures/common/black.tga",
normalMap = "mod_assets/g1/Town/textures/sx_town_roof_normal.tga",
doubleSided = true, ---false
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 15,
depthBias = 0,
}

(4)
g1_town_guardrail

The metal texture looks ok but is missing the Metalic look shinning look if you know what I mean. The floor drains have that shinny look and g1_town_pit_trapdoor (suggestion only).

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Mon Dec 05, 2016 4:13 am
by minmay
Mysterious wrote:Oh and you have left an editor file in the town folder. I tried to load it into the editor but it's missing the init.lua file.
My mistake. Yeah, just delete that, it's leftover from the original town tileset pack and is entirely useless.
Mysterious wrote:I would have liked to see each set by it's self rather than sifting and deleting what I don't need to use. eg:
Sx Town Set, Dark Temple Set etc........

It is good that you have combined all the sets for experienced users but for a beginner, it's a nightmare as a friend said to me who by the way is completely new to LOG 2 I don't know what to delete in case I delete the wrong thing. Yes she should read the .lua files etc... but, some people just want to start using the sets not spend hours figuring how to delete stuff (suggestion only) maybe you could split them up.
I didn't do it "for experienced users". I did it because if I completely split up the palette swaps, the pack would be 450 MB LARGER.
I guess I can explicitly name the folders in the example init.lua. If you aren't using the Southern Temple tileset, delete mod_assets/g1/Temple/Southern. If you aren't using any of the temple tilesets, delete mod_assets/g1/Temple. The same logic applies for all the other tilesets.
Mysterious wrote:(1)
g1_town_doorway_outin2_1
g1_town_doorway
g1_town_doorway_indoor

If you walk through the doorway normaly no problem but if you walk through the doorway sideways there seems to be a glitch, maybe another model.
Yes, Skuggasveinn had a habit of making models that clip with the camera (it happens with his goromorg lanterns and the pillar flowers too). I didn't change it as I try not to modify geometry shape unless the original is really broken, but the door frame clipping is so bad that I might do it anyway for the release.
Mysterious wrote:(2)
g1_town_door_swinging
g1_town_door_swinging_outin2
g1_town_door_swinging_indoor

The doors only open and close one way. Once you open the door and pass through turn around you cant close the door. My swing door you can open and close on both sides of the door.
You can open and close the door from the inside. But you need to click on the door itself, not the empty doorway. I guess I should allow clicks on both.
Mysterious wrote:(3)
g1_town_roof

Would be good if it was a Platform that way the player can walk on top of the roof for say a Quest or another way to enter a locked building (suggestion only).
Mysterious wrote:Also it would be nice to (double side) the texture on the model (suggestion only) you can see the ceiling inside the building eg:
The town geometry simply does not support either of these. The roof is at the wrong height to be a platform or to be seen from indoors (and it would look awful from indoors anyway, the geometry is too simple and the texel resolution is too low). I would need to radically alter the wall models and/or break elevation support in order for either of these things to be useful, so it won't happen. (but if you want to do all that work yourself, go ahead)
Mysterious wrote:(4)
g1_town_guardrail

The metal texture looks ok but is missing the Metalic look shinning look if you know what I mean. The floor drains have that shinny look and g1_town_pit_trapdoor (suggestion only).
It's a standard assets texture, the same one used for wall chains and such. Changing the standard textures is a little bit outside the scope of this pack I'm afraid.

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Mon Dec 05, 2016 8:24 am
by Mysterious
Revised Sx Town Set 2:

(1)
g1_town_doorway_outin2_1
g1_town_doorway
g1_town_doorway_indoor
If you walk through the doorway normaly no problem but if you walk through the doorway sideways there seems to be a glitch, maybe another model.

REVISED: The Above needs to be fixed please.
g1_town_doorway_outin2
The textures are the same on both side of the model. Is this right? I though it would have brick texture on the outside and wall texture inside not sure?

(2)
g1_town_door_swinging
g1_town_door_swinging_outin2
g1_town_door_swinging_indoor

The doors only open and close one way. Once you open the door and pass through turn around you cant close the door. My swing door you can open and close both side of the door.

REVISED: I like this door better now. If you actually click the (door itself) opens and closes well done:)

(3)
g1_town_guardrail
g1_town_wall_grating
The metal texture looks ok but is missing the Metalic look shinning look if you know what I mean. The floor drains have that shinny look and g1_town_pit_trapdoor (suggestion only).

REVISED: I have talked to 100 people + about this and they also recommend it have the Shinny look only if you wish to do so. Perfection is in the making not the baking.

New Stuff:
(4)
g1_town_counter
The front wood texture looks awful but, the top wood texture looks good.

(5)
g1_town_pillar_stonemoss
g1_town_pillar_stone
The texture is not right on one side of these pillars eg: 3 sides are rounded nicely but the other is bad.

(6)
g1_town_shop_shelves_full
1st and Second shelves . 1st Shelf: The 1st leather bag looks like it's two sides of texture as does the Jug on the second shelf.

(7)
g1_town_wall_fakedoor
I am not sure about this fake door eg: It has occluder because it's a wall object but, it also a door. Yet if i press the (z) key to open it nothing happens??

(8)
g1_town_wall_drainage
Where the 3 steel rails in the drain point join onto the floor it glitches.

(9)
g1_town_wall_window_1
Ok it has no texture(s) and it has a error: gatenode not found.

(10)
g1_town_door_portcullis
When the door closes and you look at the floor the bottom door metal part goes through the wood floor beam. as with some of the other doors. The Portcullis has a metal end not wood.

As I can see the rest of the set is a ok. I have not tested the Draw Tiles as of yet.

Re: Grimrock 1 Mega Pack [Alpha 1]

Posted: Fri Jan 20, 2017 12:47 am
by zimberzimber
g1_town_ceiling_indoor is not defined, yet used by g1_town_floor_indoor tiles