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Re: I'd like some help in creating my first map

Posted: Mon Oct 10, 2016 10:34 pm
by zimberzimber
You could use the plugin mentioned in this post to convert LoG1 normal maps to LoG2

Re: I'd like some help in creating my first map

Posted: Tue Oct 11, 2016 5:19 pm
by Pink Dark Boy
Thanks. To be honest, I just hoped for a ready to use asset, I don't know anything about blender or other things to handle 3D models so I'm afraid it could be too difficult for me. For the map I'm creating right now I can use the original assets of the game, but it's just that an Alone in the dark type of adventure would be great in this game imho.
In fact, after buying it ant trying it a little bit I immediately went online searching for a custom dungeon of this type because I was sure there had to be at least one!

Re: I'd like some help in creating my first map

Posted: Sun Oct 16, 2016 5:56 pm
by Pink Dark Boy
I want to add a simple slideshow to my dungeon and I have seen I must save pics in dds format. I tried the nvidia plugin for photoshop but I have seen it has many options I'm not familiar with and I'm not sure how to set them to get the best result. Is there a simpler, more straightforward standalone converter? If possible I'd prefer to use a lossless compression or keep the images uncompressed, is it possible?
(I'm a little obsessive/maniacal sometimes lol :P )

Re: I'd like some help in creating my first map

Posted: Sun Oct 16, 2016 7:41 pm
by Isaac
Pink Dark Boy wrote:I want to add a simple slideshow to my dungeon and I have seen I must save pics in dds format. I tried the nvidia plugin for photoshop but I have seen it has many options I'm not familiar with and I'm not sure how to set them to get the best result. Is there a simpler, more straightforward standalone converter? If possible I'd prefer to use a lossless compression or keep the images uncompressed, is it possible?
(I'm a little obsessive/maniacal sometimes lol :P )
If you have Windows OS, then Paint.Net has very good native DDS export for images. It supports all of the compression formats used by the game, including no compression.

http://www.getpaint.net/index.html

**However... There is no native support for a slideshow like in Grimrock 1 ~AFAIK.

The supported method is to make a slideshow video and compress it with the VP8 codec; then include it as an *.ivf video file.

Image slideshows can be manually scripted using the GUI context... with almost (but not quite) as good of a result as before.

Re: I'd like some help in creating my first map

Posted: Sun Oct 16, 2016 8:00 pm
by minmay
Isaac wrote:Image slideshows can be manually scripted using the GUI context... with almost (but not quite) as good of a result as before.
Huh? You can get EXACTLY the same results as Grimrock 1 slideshows using only PartyComponent.onDrawAttackPanel.

Re: I'd like some help in creating my first map

Posted: Sun Oct 16, 2016 8:05 pm
by Pink Dark Boy
I have read in the official documentation that you can do a slideshow with images (no video) using scripts. There is also the complete script that you can use as a sort of template.
Maybe I am wrong and I was reading the first game documentation instead of the second one..

Re: I'd like some help in creating my first map

Posted: Sun Oct 16, 2016 11:32 pm
by Isaac
minmay wrote:
Isaac wrote:Image slideshows can be manually scripted using the GUI context... with almost (but not quite) as good of a result as before.
Huh? You can get EXACTLY the same results as Grimrock 1 slideshows using only PartyComponent.onDrawAttackPanel.
Neat 8-)

* Except [come to think of it], when I said not quite as good, I was referring to the [afaik] inability to completely erase the disabled portrait panels. Is there a way to do that with onDrawAttackPanel (or some other method)?

Re: I'd like some help in creating my first map

Posted: Sun Oct 16, 2016 11:49 pm
by Pink Dark Boy
I used the ivf video file and it works fine. I'm happy enough with it I don't need a way to use the actual images after all :mrgreen:
Yeah I'm obsessive / maniacal sometimes but I am also lazy lol :lol:

EDIT: now that I think of it... this method of displaying images with the characters panel overlapping them could be useful maybe if one wanted to create the illusion of a very detailed room with many objects but don't know how/don't want to create a lot of custom assets? like in very old games where you went in places like shops or certain rooms and those places were not entirely explorable but just static images with npcs, certain things to do and so on...

Re: I'd like some help in creating my first map

Posted: Sun Oct 16, 2016 11:55 pm
by Isaac
Image
Good luck with your first map!
Are we going to see it posted here?

Re: I'd like some help in creating my first map

Posted: Mon Oct 17, 2016 12:04 am
by minmay
Isaac wrote:
minmay wrote:
Isaac wrote:Image slideshows can be manually scripted using the GUI context... with almost (but not quite) as good of a result as before.
Huh? You can get EXACTLY the same results as Grimrock 1 slideshows using only PartyComponent.onDrawAttackPanel.
Neat 8-)

* Except [come to think of it], when I said not quite as good, I was referring to the [afaik] inability to completely erase the disabled portrait panels. Is there a way to do that with onDrawAttackPanel (or some other method)?
That's exactly why I said to use onDrawAttackPanel: leave champion 4 enabled and draw the image in champion 4's onDrawAttackPanel call. It will be drawn over all 4 champion panels. Then you can simply return false from the hook and champion 4's hands won't be drawn, leaving your own draw operations as the final ones, therefore giving you complete control over what is displayed on the screen.