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Re: skuggasveinn's town tileset

Posted: Tue Nov 03, 2015 12:05 pm
by FeMaiden
probably not "useless" ..but useless for the current project i'm working on.

maybe I can make it work in a different project, but being about 60% complete, I don't want to mess this project up with broken custom assets

Re: skuggasveinn's town tileset

Posted: Tue Nov 03, 2015 3:56 pm
by Skuggasveinn
The only tileset that I have released for LoG2 is this one http://www.nexusmods.com/legendofgrimrock2/mods/29/? it includes models to create houses that can be imported separately (see text description).
Like the others have said, the sx_town was created for LoG1 and the conversion to LoG2 was not done be me, and it's lacking many things needed for a proper LoG2 tileset. I have no plans of revisiting that tileset for LoG2 to fix it.

best regards.
Skuggasveinn.

Re: skuggasveinn's town tileset

Posted: Tue Nov 03, 2015 4:14 pm
by Drakkan
I think all was already said - do not use it or use only parts you know scripting and everything is correct (I have spent few days removing this from my mod...)

Re: skuggasveinn's town tileset

Posted: Tue Nov 03, 2015 7:13 pm
by FeMaiden
Skuggasveinn wrote:The only tileset that I have released for LoG2 is this one http://www.nexusmods.com/legendofgrimrock2/mods/29/? it includes models to create houses that can be imported separately (see text description).
Like the others have said, the sx_town was created for LoG1 and the conversion to LoG2 was not done be me, and it's lacking many things needed for a proper LoG2 tileset. I have no plans of revisiting that tileset for LoG2 to fix it.

best regards.
Skuggasveinn.
thank you for clearing that up.
p.s.
your tutorial videos helped me a lot.

Re: skuggasveinn's town tileset

Posted: Tue Nov 03, 2015 11:11 pm
by Azel
minmay wrote:Um, the problems are definitely not just "under the hood". Even if you don't care about performance and disappearing projectiles/items, it's still full of garbage normal maps, tiles that don't tile, light sources with incorrect shadow clipping, and objects that break as soon as the game is saved and reloaded.
I almost used this tileset but opted against it due to the performance issues. Mostly because I knew I was creating a huge Mod (over 30 levels) and would likely face challenges from my own limited experience Mod'ing. However, when I did start off using it, I did not see all of these terrible things you describe. Also, when I play Drakkan's Mod on Medium Graphic Settings, I do not experience any issues; not even when I save/reload.

You do tend to resort to extreme depictions when describing technical problems. A simple analogy would be... it's like looking at someone that has a Cold and proclaiming that they have Cancer with 6 months to live. :lol:

At some point it would be nice to see you apply your extreme "technical" standards to actual creative and artistic design. The DM tileset is technically great, and some of the gear is decent (I used a handful of weapons/armor). However, overall the tileset looks very underdeveloped. Everything seems to have low quality detail, and "rounded" edges on weapons, floors, tiles, etc. When the DM tileset is placed next to to the standard assets, their sub-par design really stands out. It feels more "cartoonish" than "mature dungeon."

At the end of the day that's what people really care about, the end-user experience. Not being able to use the sx_town tileset feels like a sad loss to the community. It can be placed right next to the standard Grimrock assets and it blends very well, no maturity is lost. The same does not hold true for the DM tileset. Technical ability has nothing to do with creative design, and being a great technician does not guarantee a great gaming experience. In fact, often the opposite is true.

Re: skuggasveinn's town tileset

Posted: Wed Nov 04, 2015 1:23 am
by minmay
umm, you do know I didn't make any of the art assets in the Dungeon Master Resource, right? it's all germanny's work, I just converted it from grimrock 1 to grimrock 2.

i also wouldn't call it "extreme technical standards" to expect that a mod works properly

Re: skuggasveinn's town tileset

Posted: Wed Nov 04, 2015 1:25 am
by THOM
Azel wrote:When the DM tileset is placed next to to the standard assets, their sub-par design really stands out. It feels more "cartoonish" than "mature dungeon."
That's because Germanny wanted it like that (as he told me).
And because of this "cartoonish" look I also do only use parts of the pack (a few objects and especially not any of the tile-sets)
Azel wrote: sx_town tileset It can be placed right next to the standard Grimrock assets and it blends very well, no maturity is lost.
I do not agree. Some parts seem to look great (i.e. the dirty white wall called "sx_town_wall_indoor") - other parts are really terrible. The wooden material is very poor (especially in comparison to the ones from LoG2) and as I mentioned before the outside stonewall is very "reduced" - and does NOT fit with the original LoG2 assets.

Re: skuggasveinn's town tileset

Posted: Wed Nov 04, 2015 4:06 am
by FeMaiden
actually, I kind of liked the floor tiles in the sx_town_tileset. those were the only part that seemed to work.

oddly enough, i played a mod that seems to be using the broken ported skuggasveinn tileset and they made it work somehow.

Re: skuggasveinn's town tileset

Posted: Wed Nov 04, 2015 6:10 am
by Drakkan
FeMaiden wrote:actually, I kind of liked the floor tiles in the sx_town_tileset. those were the only part that seemed to work.

oddly enough, i played a mod that seems to be using the broken ported skuggasveinn tileset and they made it work somehow.
it is working. It is just causing unwanted issues when speaking about dungeon optimization. Which is something you will hit when making larger mod. And trust me - you do not want bump into this...