Re: custom portaits in my mod
Posted: Thu Oct 29, 2015 9:36 pm
FeMaiden enthausiasm is contagious ... love the energy you dump into this forum !
Official Legend of Grimrock Forums
https://mail.almosthumangames.com/forum/
https://mail.almosthumangames.com/forum/viewtopic.php?t=12825
lol, thanks for the compliment.kelly1111 wrote:FeMaiden enthausiasm is contagious ... love the energy you dump into this forum !
do not take is negatively, but currently unfortunately not many people around playing Log2 or even custom mods. You can count with thousands of players in best, rather counting hundreds and few comments to your mod. But well... I think we mod because we are enjoying it on first place, not for the popularityFeMaiden wrote:lol, thanks for the compliment.kelly1111 wrote:FeMaiden enthausiasm is contagious ... love the energy you dump into this forum !
I just hope I can actually "finish" one of my projects, to the end.
I hate when people hype things up and then don't finish them.
that's why i have not giving any specific details on the storylines of my mods.
I don't want to raise any expectations.
I get kind of annoyed by the mods that get published to steam workshop and the author only has like 3/20 levels done
and they call it a "demo"
which i dunno, maybe that's a good idea to test the waters and see how many people are actually interested?
but then months go by and they abandon it.
(but I don't blame them if they gave up)
I just don't want to publish an unfinished mod
well, the humble store just introduced a "humble monthly" plan, and anyone who signed up in the first month got LoG2 for free, so hopefully that brought in more players.Drakkan wrote:do not take is negatively, but currently unfortunately not many people around playing Log2 or even custom mods. You can count with thousands of players in best, rather counting hundreds and few comments to your mod. But well... I think we mod because we are enjoying it on first place, not for the popularityFeMaiden wrote:lol, thanks for the compliment.kelly1111 wrote:FeMaiden enthausiasm is contagious ... love the energy you dump into this forum !
I just hope I can actually "finish" one of my projects, to the end.
I hate when people hype things up and then don't finish them.
that's why i have not giving any specific details on the storylines of my mods.
I don't want to raise any expectations.
I get kind of annoyed by the mods that get published to steam workshop and the author only has like 3/20 levels done
and they call it a "demo"
which i dunno, maybe that's a good idea to test the waters and see how many people are actually interested?
but then months go by and they abandon it.
(but I don't blame them if they gave up)
I just don't want to publish an unfinished modBut I still hope more players will discover Log2 eventually.
Actually, the answer to this is in my first post in the topic:FeMaiden wrote:although,
I do have a question.
I am confused why my .tga files worked perfectly from the editor but they did not work when I exported the dungeon.
Notice that .tga is NOT included in that list. A file that doesn't end in one of those extensions won't be exported into your .dat, ever, without exceptions.minmay wrote:as long as a file is somewhere in the mod_assets folder and ends with .dds, .lua, .model, .animation, .wav, .ogg, or .ivf, it will be exported into the .dat
yes I see that now. I made an ass out of u and me both when I ignored the fact that you left .tga off your list. I thought you just like...forgot, and then i went ahead using my .tga files.minmay wrote:Actually, the answer to this is in my first post in the topic:FeMaiden wrote:although,
I do have a question.
I am confused why my .tga files worked perfectly from the editor but they did not work when I exported the dungeon.Notice that .tga is NOT included in that list. A file that doesn't end in one of those extensions won't be exported into your .dat, ever, without exceptions.minmay wrote:as long as a file is somewhere in the mod_assets folder and ends with .dds, .lua, .model, .animation, .wav, .ogg, or .ivf, it will be exported into the .dat
You could, however, rename a TGA image to end with .dds and then the editor would export it, and it would almost certainly still work for anything it works for in the editor. I suppose this might provide a slight filesize improvement in some cases over using an actual DDS image. Rather confusing to maintain, though.