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shotgun

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Posts posted by shotgun

  1. I know everyone wants the biggest res possible, but you'll have to do with 512. Let's focus on making the maps look good to the player, and not about the player trying to see how ugly the maps are.

     

    I've finished the set, it includes 4 textures, essentially: pure stone, bricks, trim, and 128 trim for the little fellas (???). All textures come in 3 flavors: reg, mossy and lichen.

     

    While the images above can serve as a previews, the versions in the final set are updated.

     

    set_drycanal_edweb.JPG

     

    Download - set_drycanal [10mb]

  2. K here's a mossy trimmed version. I'll create a few more trims and release it in one file.

     

    bricks_drycanal_moss_trim_edweb.JPG

     

    badcog: hit me with the new UV's when you're done with it and I'll have a jab at it. I like the ideas of 'props' to fit texture sets, this one needs a less bumpy and more smoothed out version for a statue (unless it's like a monumental-size statue...)

  3. If you can produce the texture above just with a more homogeneous normalmap (i.e. without stone shapes in them), I can use that as skin texture for the existing gargoyle models. I can whip up a test if I can get hold of your diffusemap.

     

    I made it totally homo(geneous), no bricks pure rock. You want me to devide this into, say, 4 bricks?

     

    stone_drycanal_edweb.JPG

     

    Downlost post

     

    I also updated the oldy stone_lava texture with a better normal and less radioactive colors. I reckon it can act as a proper ground texture to go along with the above ones, just needa be renamed etc. I'll probably end up re-normal-mapping da'lot of them old bricks.

  4. I understand the percept of trim texture, I just didn't understand the large stones part. Same texture, half the vertical size, with larger blocks?

    No problem. I'll make a single block or 4-blocks 256^ as well. It would be nice if we had some gargoyle model or some other sculpt I could texture with this stone.

     

    Another Q: the carpet above is at odd size. Do I use an alpha for the diffuse/spec/normal to clear the space around it, or must scale it to exactly usable format?

  5. Small update - moss version...

     

    bricks_drycanal_moss_edweb.JPG

     

     

    ...and props to the stone_starpod set

     

    stone_tile_starpod_prop_edweb.JPG

     

    Any suggestions as to the variations? what kind and to which texture?

    I was thinking about adding a 'waterline' version to the moss above, like halfway it gets really like dark sea-weedy moss around the waterline, for city canals and such. I'll also make a half-moss version for transition

  6. I think everyone who's ever worked on D3 textures knows that. :) The issue at hand is that we've all been assuming (at least I have) that no specular map = zero specular = not plastic-looking. Are you saying this isn't true?

     

    Tell you the truth I don't know, my assumption was it was required to control it, and without it... well who knows what happens. I didn't consider it as an actual effective '0' value, which actually makes more sense.

  7. I don't think we have currently any overview on which textures actually exist.

     

    Well, the theme-ing idea should be by necessity, I imagine, in terms of environment. You take a theme, say sewers, create your palette, prominent shapes in design, then make all relevant textures necessary for this environment to be complete. Id Software's art direction follows these steps very well, imo. So if we want to see what we have vs. what we're missing, I'd approach the sorting with 'what is it going to be used for' rather than 'what type of material is it'.

     

    Anyway, I was looking into the normals of the old bricks textures I made and decided to try push them. I dunno, many of them look poor in many ways. I'm not quite happy with how this turned out, but it's definitely better than before.

     

    bricks_drycanal_edweb.JPG

     

    Dry water canal bricks

    I guess the next step would be to add a wetter version with some moss, etc

  8. There is no specularmap :mellow: . That was probably only because the light was quite bright, here is a new screenshot with a single candle flame:

    post-483-1226163864_thumb.jpg

    ... and without normals:

    post-483-1226163901_thumb.jpg

     

    It does look better, but all stones should have a 85-95% dark spec map to kill plastic shine. The ground texture should also be more subdued through specular, and the candle light should be less saturated and *slightly* more orange.

  9. Here's the finished rock. Now to add variations to this?

    - moss + half moss (for fading)

    - mud + half mud

    - oozes blood from cracks??? yes!!! GIBS KILL MUWHAHA

    sorry too much quake lately. well what else? not sure 'drips from the top' is valid here.

     

    stone_bacrack_edweb.JPG

     

    Download - stone_bacrack

     

    I'm thinking of going back to the older bricks textures I made, and trying to push the normals there (it really doesn't work well with the rest of the mod textures) and while I'm at it add the vars there.

     

    Also - a question: if I want to have my carpet is some weird size, I make it 1024^ with alpha? and the normal is the same?

  10. That rock texture looks awesome....and it's a wip??

     

     

    Yes it was just thrown together ::

    the cracks red underlight = kill

    the cracks consistency = randomize (larger blocks, varied)

    color adjustments

    sharper normals

    specmap

    seams

    will do it later

     

    Here are a carpet and a painting I thought would go along with the wood_trio set. Does this work guys? any suggestions? other 'props' you think I should tag along?

     

    wood_trio_props_edweb.JPG

  11. Updated the wood_trio set (scroll above) and the stone_tile_starpod (scroll really above, like top of page) with size variations (download links included). I wish to come up with more 'props' to go along, matching carpet / tapestry / etc.

     

    I'll see to this and then take a rock texture and start adding the moss / mud / etc. variations. Actually I was tinkering with this earlier - mostly testing out some normals -- here's a really early WIP.

     

    stone_bacrack_wip1.JPG

  12. Yes, removing them without warning is not necessary.

     

    I've already suggested what I think makes the most sense:

     

    Add any nominated textures to a chopping block map, let people test it and give feedback. If no one speaks up on a texture's behalf after a reasonable time, it can be removed. If someone speaks up that they are using it, but it is terrible (like the one Dram is using), then it can be moved to a separate texture/map folder (which already exists for this purpose) so the mapper doesn't have to retexture anything, but the texture is essentially out of the repository (it would be distributed with the map, not the main mod).

     

    voting on every texture can make it a long-lasting bureaucratic process, but is more democratic, while my approach is swift and lethal but can cause stirrings among the peasants. I say, let the mappers decide, cuz they're gonna have the bulk of burden replacing textures more than anyone.

  13. speed is of the essence, but sloth pervades.

     

    LOL! an instant classic :D

     

    I would do it but I am a. too much of a newbie to take such action and b. would probably erase half the textures. I vote for Springheel to do it!

     

    -What? no!! I have too much work why always me

     

    Anyone against? no? good! you do it then :P

     

    No, all kids aside, I think a quicker process would be really for one of the well-versed-in-the-mod artists to rampage through the repository, striking down all evil textures, and then the mappers, respectively, will realize what textures have been removed and are missing (I assume if their own repository is kept in sync thus it will show which textures are missing locally, right?). Then each mapper will decide what he can replace with an existing alternative, or where does he now have a gap that must be filled --- and then the artists will replace the texture.

     

    What works in this system (again, assuming the shared repository shrinkage will affect the local repository of the mappers) is that once step A has been initiated by some hopefully sober texture crusader, the sequential steps become a necessity and cannot be put on hold.

  14. If some artist makes a small set of decent decals for walls, we can easily create "_dirty" versions of bricks, woods etc.

     

    What's that? alpha channeled stains, basically?

    I think in some instances decals work, when they are really superficial. Water streaming down on a surface is a good example, but anything more integrated, like mud or dirt, I believe should be diffused for best looks.

     

    Badcog: I getcha, I'll make such variations once I'm done with the current wood set. If there is a specific texture you want variations to - tell me, or I'll either make a new one or pick-up an existing one. Btw, the greyscale is the hightmap initially laid out.

     

    Looking at it now I think I over-did the normals, the geometry design is more suitable for actual map geometry than normals, it just doesn't hold too well. Will know better for next time!

     

    wood_trio_edweb.JPG

     

    wood_trio_vars_edweb.JPG

     

    Download - wood_trio.incl.vars.WinAll.working-PARADiGM [updt. - 11/5]

     

    Next I'll disassemble the parts for smaller trims as we talked.

  15. Oh, you mean it has to be the *same* stone wall? no cuz your post was somewhat ambiguous :P

    Yes ok I'll do that. Is there a particular texture we have / I made that you'd like variations to?

     

    I completely forgot to fix the trim version above. I'll do that tomorrow. I worked on this wooden.. pre-set (meaning, I'll trim it down to stand-alones to create a set). Still in-da-works.

     

    wood_trip_edweb_wip.JPG

  16. Anyway, do you have access to the mod to include the textures directly, or should someone from us handle this?

     

    Anuga was taking care of this so far, I rather naively pretend the paperwork doesn't exist (until the cops arrest me, basically). Here's a 256 Trim version. For some reason I'm not quite able to pin-point, it didn't come out very well.

     

    I feel what we need is more texture sets for mappers to work with, filling more 'sets' and less stand-alones. Watcha think guys?

  17. There was no model. Diffuse was treated as a heightmap and converted to normalmap using some program. This method is not perfect but in this case it worked.

     

    I just looked at the 2 versions (+normal) and your version is a great replica, but I could not see a normal for it. That's basically where the 'lumpiness' of the older version comes from. Have you made one? would you like me to make one?

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