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exterior asset pack v2....yes,or no?

Posted: Tue Oct 08, 2013 4:47 pm
by odinsballs
hi there good folk of grimrock modding i was thinking of rebooting,expanding my exterior asset pack.
and would first like to check if there is stil demand for exterior assets, with log2 stil being in development and whatnot.

obviously i will optimize v1 stuf where possible,for better fps result.
also i already added some more performance friendly tree models, some freakishly large mushrooms,some large rocks,a demented
massive stone tri head dungeonentrance prop and various texture variated models from v1

at this point comunity feedback,ideas are very welcome concerning what more to add to pack content,personaly i was thinking that
i should now focus on some city,town assets ,before creating more nature stuf anyhow if anyone has requests or suggestions to what should be in v2 let me know,and i'll see what i can manage to come up with :twisted:

Re: exterior asset pack v2....yes,or no?

Posted: Tue Oct 08, 2013 6:25 pm
by Drakkan
city tileset is actualy made out, jut was not released
http://www.youtube.com/watch?v=RyX7iUs9 ... e=youtu.be

as for me altough I loved your assets, the performance problems made it not usable for me :/
PersonalyI am not interested for more LOG1 assets as for now, but I am sure there are still some people around editing and working with it

Re: exterior asset pack v2....yes,or no?

Posted: Tue Oct 08, 2013 6:59 pm
by odinsballs
performance issues were mainly due to some weirdness with some models, also i noticed when you turn off ssao in game options, framerate performance increases. and if you open grimrock config file and set maximum framerate to more than the standard 120 fps limit that wil also increase framerate. set to 750 fps or such and you wil gain graphic performance. so that much for performance issues.

on one other wee little side note those assets from those city and forest sets look all nice and well, and yeah i'm also convinced that they would work beautifully, but here's the newsflash.....never released, so what about them apples?. :|

also there's the old saying don't spend it all in one place, wich certainly applies to these sort of assets.

Re: exterior asset pack v2....yes,or no?

Posted: Tue Oct 08, 2013 7:19 pm
by Eleven Warrior
Hi odinsballs

I am not sure what your Assets were, could I get a Memory refresh please.. Iam always looking for more outside Assets..

There were supposed to be 2 good exterior sets Cannyon and Forest, One was by Flatline, not sure if he has finished it.

So what you are saying about the Config file for Grimrock is if i change the Frame rate to higher the Game wont lag as much with more complexe Objects??

PS: could you give a web site with your Assets Thank You...
Thxs

Re: exterior asset pack v2....yes,or no?

Posted: Tue Oct 08, 2013 9:20 pm
by odinsballs
Eleven Warrior wrote:Hi odinsballs

I am not sure what your Assets were, could I get a Memory refresh please.. Iam always looking for more outside Assets..

There were supposed to be 2 good exterior sets Cannyon and Forest, One was by Flatline, not sure if he has finished it.

So what you are saying about the Config file for Grimrock is if i change the Frame rate to higher the Game wont lag as much with more complexe Objects??

PS: could you give a web site with your Assets Thank You...
Thxs
hi eleven warrior here's the link for v1 pack on grimrock nexus
http://grimrock.nexusmods.com/mods/235/?

keep in mind though that this is v1 pack wich had one or two models that were a bit hefty
it contains various trees, some plants ,canyon stores and some cave related props, cornpatch ,grass tyles and some skyboxes plus utility props like ceiling removal and such

as to framerate issues , at least with this asset pack it prove beneficial to turn of ssao in options, and the config file has a line that reads fps limit 120 fps , and after upping this value to actually any speed i deemed desireable . 999max ofcourse there was actually some frame speed up. so yes upping the max framerate wil cause less lag with more complex builds.

also should you be interested i can Always create a wip dropbox asset pack so you can experiment with what i currently got added to the pack just let me know

i hope this is somewhat helpfull
in kind regards .....odinsballs :)

Re: exterior asset pack v2....yes,or no?

Posted: Tue Oct 08, 2013 11:49 pm
by Diarmuid
odinsballs wrote:on one other wee little side note those assets from those city and forest sets look all nice and well, and yeah i'm also convinced that they would work beautifully, but here's the newsflash.....never released, so what about them apples?. :|

also there's the old saying don't spend it all in one place, wich certainly applies to these sort of assets.
City and forest were by Skuggs, it's for him to release them, but real life went in the way and he was absent from modding for a few months. He has resumed work on the forest tileset though.

Re: exterior asset pack v2....yes,or no?

Posted: Wed Oct 09, 2013 8:37 am
by Eleven Warrior
Thxs for the reply Diarmuid ..

Now I remember.. Thxs again

Re: exterior asset pack v2....yes,or no?

Posted: Wed Oct 09, 2013 2:43 pm
by Eleven Warrior
Hi odinsballs how r u//

Yes I remember your pack now.. How dumb of me imam using it now (Sorry) I got you mixed up with someone else.. And yes please create a Drop Box WIP, I would love to see more of your work..

PS: thxs for reply on Frame Rate.. Ill try it.

Re: exterior asset pack v2....yes,or no?

Posted: Wed Oct 09, 2013 3:09 pm
by odinsballs
Eleven Warrior wrote:Hi odinsballs how r u//

Yes I remember your pack now.. How dumb of me imam using it now (Sorry) I got you mixed up with someone else.. And yes please create a Drop Box WIP, I would love to see more of your work..

PS: thxs for reply on Frame Rate.. Ill try it.
i'll be wrapping up what i currently got in new assets and bundle it , so later on this day or tomorrow, i will pm you a dropbox link, also good to hear that at least one person does like the assets, also once i get my 3dsmax version back in working order, i'll be looking into converting various morrowind, or oblivion models for some decent city assets. 8-)

Re: exterior asset pack v2....yes,or no?

Posted: Wed Oct 09, 2013 11:32 pm
by bongobeat
Well I wanted to use it, but there is some "clipping" issue, dont know if it is the right word, when I use the cave entry and even the cave ceiling. There is some "black zone" too. It wasn't nice, so...
or maybe that's my gfx which don't support the 3d, I don't know.

I only keep some skybox and the remove sky object, what a pity :(
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By the way, I think that you should put the same id, or same first initials on each object, so the user can find them rapidly in the editor.
like "ext" before any name. Anyway the others objects are really cool. But they use a lot of ressource, I started to do one room of 8x8 square, the screen started to lag, my configuration is too small. No offense :)