Viscera Cleanup Detail

Viscera Cleanup Detail

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File sizes tga vs png.
So I'm in the middle of a big project, and my current file size of the upk is ~400mb, all my textures were imported as either 512 or 1024 tga, I then replaced all the tga with png, the total size of all textures changed from 342mb to 132mb, a nice drop in file size.
However when I import them into game, replacing the current tga ones, the upk file actually increases in size about 50mb.
Am I missing something? I know udk converts to dxt1 and all that, but I assumed the overall upk file would drop in size not increase.
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Showing 1-11 of 11 comments
A JANITOR 99 4 Dec, 2020 @ 4:16pm 
Dunno but I also found that when I import PNG file and use it on debris objects the object don't work n can never pick em up for some strange reason and same it won't let me make interpactors if it has a PNG texture=matinee fail to do anything as it like engine refused to let PNG file be dynamic/moveable
Tga files work fine
With the main menu pic so it not blurry is to paste a hd screenshot as a new layer in a pic that is 512x512 so it not crash the game for some players although 2048x2048 works fine ingame and in the main menu
You can lower the res n paste a hd image to make a hd image out of a blurry image to save on file space and it looks identical to the higher res image
Definitely a mystery vs file size when using the same image in a different format

To stop mirrors lagging I've even use 32 X 32 image export that and paste a high res layer in it n reimport the texture n it looks better
(when you shrink the layer the pic has higher resolution than the original screenshot has)
Same with the main menu pic to up the res on a low res image
but still a low res image that takes up less space
Paint dot net seems to make better low res hd images that Photoshop saving too many mb in an image
Temple of death is crammed with textures and models and it not bigger than 400mb but the UDK file is pretty big but together it's not too large
Also adding more stuff in each material make file even bigger so simple cheap n cheerful textures n she won't lag n still look just as fancy as high res textures
Reflections are not needed in most cases especially on new bodies unless it's metal or glass

Copy the robot map materials and get rid of just the reflection texture and files are smaller and also run much better n ya won't see the robot map lobby in everything
I still see Evil science in Santa's rampage windows and in my bucket water or in waste disposal sewer water
Nice to get rid of the reflection texture especially if you make new water material
And add an ocean
I Kinda like it how paint can make decent textures that are only about 1 or 2 mb or less
Photoshop or something crams over 10mb into an image of the same size and format and you need a degree in science to get Photoshop to save a transparent background while the eraser in paint does that for ya instantly
Import Photoshop image and Hello black screen=when the alpha channel in a pic drive you crazy n paint not have any problem with it

Export the bin machine texture make a red bin machine texture and reimport it
If ya used paint the file size is smaller but All ya did was changed green to red n used a tga file
Make bin machine faster cool it's red n it goes much faster:)

What are you making
It sounds like a nice surprise:)
Don't spoil my Xmas yet keep us guessing:)
Last edited by A JANITOR; 4 Dec, 2020 @ 5:01pm
cannonf0dder 33 5 Dec, 2020 @ 3:58am 
I'm also quite curious about material vs instanced, mat says it has 1.3mb size, instance says 0, but after replacing a few of those, there's no drop in file size either, where I should have seen about 20-30mb stripped off, if the numbers are correct.
I mean it's not a huge deal, I'd just prefer to try to keep file size down for the sake of others.

I guess optimisation tips in general would be helpful, I'm past 500mb now, and still more to go, currently I'm sitting at,
30 archetypes
64 meshes
63 materials
5 skeletals
8 sounds
128 textures.
Obviously the textures are the main culprit.
Last edited by cannonf0dder; 5 Dec, 2020 @ 1:36pm
A JANITOR 99 5 Dec, 2020 @ 3:16pm 
Wow sounds like a surprise indeed:)
Not sure but 500mb sounds pretty good for that list n the more you put in the map the bigger it will grow
Sounds like you already optimised as much as you can:albedothumbsup:

Reducing the size of textures anymore than they are will impact visual quality and you won't want a blurry masterpiece as it sounds like this project is a work of art
I wouldn't worry even if it ends up as a 4gb upload with 8 upk files n I'm sure it gonna be a great cleanup
The best thing Devs did for workshop was give us unlimited file storage=go for it full steam ahead:)
The bigger the files the better=more content that also looks amazing instead of being blurred out

I wonder how big that project carthief is working on is?
As for me I got the lazy bug you had a while back but will eventually get motivated to make my next portal map in VCD
I already have a working portal gun with 3d portals which teleports objects and players that works in multiplayer and still not feel like being tortured by the editor for a week:)
Gonna be a chilled out Xmas for me this year not doing anything n it be a quiet one
I be lucky to have a few beers and I don't drink anymore so grabbing 1 longneck of Woodstock or JD will chill me out n probably go to sleep lol
That or open the level editor and make a portal map=kismet make more sense after a drink:)
Stops me procrastinating n just add it n see what happens n how it works then fix its bugs the next time I use it!
1 drink 6 months later have 1 more

Xmas calls for a 6 pack that hopefully won't be in the fridge for 3 months:)

I hope Devs chill over Xmas as they are working too hard
Hopefully blackeagle takes his sweet time on that VCD update patch like wait a year longer for that so they can have fun with the new game project instead of getting zapped by it:)
Devs building a studio from scratch
I know what being a builder and a roof tiler feels like too n it's hard work
Bad enough doing roof restoration with the high pressure water the repairs and the spraypainting and that easy compared to construction work
I still remember cooking fish n chips in fryer on someone's roof=no escape from the BBQ hotplate that is a roof that hurts in summer n ya burn yourself on your trowel and the hammer n like playing the floor is lava but don't let go of the lava or you fall Off the roof
Installing carpet also hurts you can't get up after 15 years of construction work lol

Do a day of roof tiling and boss says can you mix the cement and Carry 4 tons of it up a 4 story ladder in 20 litre buckets
after you loaded 75000 roof tiles onto a bent elevator n the ridge caps fall off the machine so you carry 800 of them up the ladder too:)
Not that young anymore
Last edited by A JANITOR; 5 Dec, 2020 @ 8:13pm
cannonf0dder 33 6 Dec, 2020 @ 11:03am 
Don't worry about it man, we all need that lazy time. Looking forward to seeing what a 6 pack whips up in kismet.
Here's a quick peek, still much work to do.
https://youtu.be/duGsG5CHslQ
A JANITOR 99 6 Dec, 2020 @ 11:12am 
oh wow that looks awesome:)

idea for your lights the chandeliers n fire torches
open my cave map n see how those fire torches work
the ones in temple of death can also light flares/molotovs n tnt from memory
put animated fire on the lights the light flicker like real fire torches n would look awesome in a dungeon map
can also put disposal volume on fire torches chandeliers etc n use debris node to melt objects into melted objects if want to
idea that would really spice up the atmosphere
make a new incinerator idle sound cure n theres the sound for fire torches
attenuation 90 min 400-500 max depending on how far away each one is placed
dont use hoh candle fire it lag on ya if theres heaps of torches use fire with smoke that wont lag
add a chain mesh interpactor (no collision) a cage k actor (bloc all) or mod a bin archetype swap bin mesh for cage mesh and a hinge actor=swinging cages hanging from ceiling put boney skelleton in cage etc
dont use attach to actor node in kismet=freaks out in multiplayer use hard attach code in actor properties
Last edited by A JANITOR; 6 Dec, 2020 @ 2:27pm
cannonf0dder 33 6 Dec, 2020 @ 11:16am 
I did tinker with light functions to have the HoH candle effect, and tried the lantern effect too, however because there's so many torches it gets seizure inducing, so I left them as statics.
also I already did the incinerator idle sounds, they're just not audible in the vid.
Last edited by cannonf0dder; 6 Dec, 2020 @ 11:17am
A JANITOR 99 6 Dec, 2020 @ 11:19am 
yeah im pretty sure i used the function from the fireplace in santas rampage it doesnt flicker like lanterns do n easier on your eyes it fades in and out more than it flickers
its better when its not as bright as the fire in santas rampage in a dim light area
normal point lights are still there to tone it down so it not give ya headache
not sure if i made a new matinee for fire torches (doesnt use a light function) so those don't trigger epilepsy it just makes lights fade out n brighten just offset the time on another matinee so one fire torch dims while another one brightens to give the lit by fire effect
look at the keyframes in the matinee right click one and change its value to change its brightness but if want it to loop nice maybe press enter on the right spot of the timeline to add another keyframe n set another value so can disable it from flickering just go dim n brighten softly
temple of death and the cave has good fire torches if you decide to add a few cuz it looks nice in the environment vs lighting on the walls etc=major impact vs atmosphere esp in a dungeon or anything that has a medievil theme
not every light has to do it can just add 1 to a room on chandelier fire emitters do the trickery for ya those are already a light source n if room has 2 chandeliers then it looks better but not more than 4 or 5 torches max in a large room space em out with normal point lights and let the fire light bleed into the static lights it looks cool when the colours of the fire light change n makes the map meshes textures look really cool

in the video it looks slightly too bright i think it be better if it 10% darker but still plenty of light to see everything just enough for it to darken the walls/map meshes abit more etc at the moment it ooks like the lighting too bright making it cloudy/blur vs fog n yellow could do wityh being more orange with red on torches but only slightly more red/orange than the video n put fire with smoke emitters on the torches (light doesnt have to fade or flicker n the fire look better than solid lights
anyway cant wait to play a dank scary looking dungeon
imagine if there was a castle as the top floor and the dungeon is the basement but crockodiles (modded sharks live in the moat n the drawbridge collapse on ya like a poly bridge)

might be able to something with movable spline actors look at the fire hose in pool of death 2
rope that stretch and retract=rope elevator or a drawbridge etc
is there booby traps in your map imagine getting slamed by one of those spike things like something out of rambo vs tomb raider?
step on a stone pressure plate n get shot at by arrows etc or cauldron full of burning coal etc
steal a gold idol indiana jones style
use some of the torture devices=bummer if only we could stretch a body in the stretching machine adams family style:( bone names right n left hands/feet bones and hard attach code in actor properties might sort that out vs reskinned bins attached to interpactors giant wooden body stretching cog etc
place something heavy on a pressure plate to open secret stone door
oo i can only imagine what the jail cells look like

https://steamuserimages-a.akamaihd.net/ugc/267221800522284999/6320C35BBC7F40DE1F3717C27B6562FBA096BED9/
make the lights in your map brighter than that dungeon but not as bright as in your video???
i have the brightness on my tv down n video slightly too bright

mod a flare into a fire torch n light an oil fire like the incan pyramid underwater in national treasure movie n burn stuff in it toggle a disposal volume with 2 change collision nodes but disposal volume has no collision with collide actor flad disabled at map load when its not lit and touch all with collide actor flag enabled after ya set fire to the oil track
easier if do that to a braisier/fire pit

gonna be a cool map no matter what ya do:)
just ideas

as for that 6 pack the bottleshop probably be closed after i forget to buy one:)
Last edited by A JANITOR; 6 Dec, 2020 @ 12:34pm
A JANITOR 99 6 Dec, 2020 @ 12:35pm 
was that rats eating stuff=cool wheres the giant n can it eat the janitor/anything it wants to eat in another map n swap it with a giant spider in an arachniphodia map?
Last edited by A JANITOR; 6 Dec, 2020 @ 12:37pm
cannonf0dder 33 6 Dec, 2020 @ 12:37pm 
Yeah new disposal, rats go from item to item eating them up. Bit jank due to no animations but works well, they're large if you jump in there ( they eat you too )
A JANITOR 99 6 Dec, 2020 @ 12:38pm 
nice
matinee can make skeletal mesh actor play animations if ya rats are animated same as the sweeping guy does in my maps maybe the legs could ragdoll or walk in a loop but the rat body solid or something
kinda like waking the mop head when the handle is solid so part of it dangles
headless rats with interpactor head and jaws n they chomp like that sewer monster of mine but attach a trigger to rats mouth it touch something and its mouth open n close. trigger touched class none will detect everything n rats could drink blood if its a dynamic trigger volume instead of a trigger attached to rats head
attach eyes n make em blink at ya=lol
silly idea but i think the rats look really cool in the video
maybe the fetus animation from the aliens on those tanks not make look as solid or a moving rat texture like biomass does so while they moving about they warp thier shape abit
copy the biomass material n swap texture for rat texture n use material on a rat=warping rats

try deer head physics asset on a rat n see how it laughs when ya reskin a deer head n swap the laugh sound for rat sounds=weeds n skelletons look funny but it better on weeds its head turns just wish weeds could bite

if you take the trigger volume off the broomba vacuum cleaner (attach it to a rats head) and enable decals in the bottom of the pit meshes then the rats will drink all the blood and even drink spilled bucket blood and scorch marks/any decal as well as directly off your dirty mop or broom they eat that too
trigger touched class none toched output to a destroy node obj as variable for trigger touched allow dead pawns untick player only and use instigator and turn force player overlap off and destroy node or whatever the target variable is that makes the rats eat it will work with that=eats everything just dont let it eat the artifact game crash if it eats that teleport artifact to disposal volume
dynamite damage class if rats eat you then they can eat the blood and the body parts cleaning the pit for ya use something like the sand monster eat sound when ya get bitten or if a rat eats something it plays eating or chewing sounds
its pretty cool that thing eats medkit lids graffiti bullet holes and the trunk lid too it even eats triggers on doors i had to put those up higher in no mercy
it also works on the incinerator kismet sequence swap vcdebris for class none n make it play an drinking sounds then incinerator can drink decals/deletes decals on the incinerator if incinerator can get dirty/same with any mesh

use broomba stomach from no mercy if want rats to eat you alive n digest you alive in thier gut rat touch player n it teleport player into stomach then doom map acid pool with airlock or dynamite damage class as stomach acid in stomach sort ya out and disposal volume clean up the mess just disable decals on everything in the stomach:)

nice if toss a body and a bucket of blood n rats eat the bucket the body and drink all the stains up like the mop does but faster
disable decals on the rest of the shaft with a nosplat volume so ya dont have uncleanable decals in the pit n let the rats eat what they can reach=that would look pretty cool too
i always wanted to stain a disposal hole when toss things down it but rats can eat bridging the gap for something to clean the stains the mop cant get to in a pit

even if you shovel sand into the pit the rats will eat the sand too=lol

then one day canonfodder puts stargate replicators in a map=scary robot spiders n the spaceship is solid debris actors that dont move so they can eat the ship too in a map that has no bsp or static meshes as the spaceship=when replicators litterally eat the map around you unless ya weld em before they eat everything thats made from metal ecept the welder also weld holes in ya ship?

funny thought copy heartbeat medkit matinee change that so when rats eat stuff they get fatter n fatter then lose weight when ya dont feed em for x time

gonna be a cool dungeon map i did it in rooks keep and temple of death but yours looks awesome definately think about animated fire torches vs atmosphere it makes awesome dungeon lighting
Last edited by A JANITOR; 6 Dec, 2020 @ 2:24pm
A JANITOR 99 6 Dec, 2020 @ 2:28pm 
share the video link youtube account to steam profile n put video on the games videos section in the forum=more views
watch video here too
https://steamhost.cn/steamcommunity_com/app/246900/videos/?p=1&browsefilter=mostrecent
someone wants more video opens your channel on youtube if click on youtube logo
Last edited by A JANITOR; 6 Dec, 2020 @ 2:30pm
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