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Aosys

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Looks good to me.

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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@Bikerdude There is no specular currently (I wasn't sure how to make one). In real life, the tiles are a bit glossy though, so it may be worth adding one at some point.

 

For anyone who'd like it, here's a zip containing all the files:

 

https://drive.google.com/file/d/0B8xVqpVdwvaRTVg1X0ZvN0hDTDA/view?usp=sharing

 

The .mtr may need tweaking, depending on your folder structure.

Edited by Aosys
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The easiest way to create a specular is to use the diffuse image and desaturate it. The more you desaturate it, the more shiny the surface will look like afterwards. You can alter the brightness to tune up/down the reflection. Instead of desaturation you could also tune up/down specifiic color channels.

 

I've never created custom textures myself, though, so this is a bit theoretical. But there are others in the forum who have done this before and should be able to give you a more deep imsight on how to do this. Additionally you could check some of the stock textures who behave similar to what you are looking for and take a look how the speculars look there compared to the diffuse.

 

I hope that helps a bit.

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Well, to elaborate on that:

 

The shading in the diffuse typically has dark areas represent depressions and depressions are typically less reflective than protrusions.

 

For this texture, that technique should work just fine.

 

For other textures the process would be:

 

1) Open the Diffuse in Njob

2) Generate a Normal Map

3) Convert the Normal map to a Height Map

4) Export the Height map and play with the contrast levels and brightness (make it dark gray and low contrast)

5) Selectively brighten areas you want to be shiny

6) Use modified image as specular map

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Why would that be nontiling? Seems to tile well enough to me.

 

(It looks good, BTW!)

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I actually like the flower, but it is hard to judge from a screen. Would have to see it ingame. Good work btw. :)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I actually like the flower, but it is hard to judge from a screen. Would have to see it ingame. Good work btw. :)

 

Well try to compare it from the first picture and then ingame. I think ingame it looks more like some kind of worn..?

I don't try to be mean, though! Good work anyway! ;)

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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Well, he said he needs help with the bump, and I'm no expert on that anyways, so I didn't took your comment as mean.

 

Actually, from my limited point of view, I think that bumpmaps are the most difficult part in texture creation. Sadly I don't know who of the members is most qualified at helping out in this matter.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I think blurring out the harsh detailed parts on the flower could already do the trick. This should give it a more natural form by not making it look so scarred / weathered. Creating bump maps was always a kind of experiment to me, but making alternative textures and see what looks best was helping me in the end. But that's just my POV :blush:

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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  • 1 month later...

Here's the prefab for a standard wall tent I made (pretty much just brushes and patches):

 

https://drive.google.com/file/d/0B8xVqpVdwvaRYWpaT2ZDYXhENFU/view?usp=sharing

 

Should be big enough to allow both AI movement and some amount of interior decorating (cots, desks, furnaces, etc.), and is fully monsterclipped. Probably needs some performance tweaks. Feedback appreciated!

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  • 7 months later...

Love em.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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  • 1 month later...

New tile texture is finally done (more or less):

 

LWH6NUV.jpg

 

Download

 

 

 

ve7zdSC.jpg

KQBstZZ.jpg

MsHDxw2.jpg

 

 

 

A couple of notes:

 

1. Sorry for the slightly lower resolution, the base texture was taken with a camera phone which in hindsight was not ideal.

 

2. IMO, this texture looks best at 0.125 default scale (which is what it's set to in the above screenshots).

 

3. This version has no specular. I'll probably release a glossy version at some point.

 

3. Feedback is appreciated!

Edited by Aosys
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You should try out a glossy version imho. In this case on the screens it looks a bit dull / lifeless (even more in combination with those dark wood textures). Could be that it fits better on a screenshot with more surrounding bright textures and blue light though. :o

Edited by SeriousToni

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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