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  1. made a classic T2 style door texture today (thx oDDity for helping me with the normalmap). however I'm still not 100% satisfied, how it turns out ingame
  2. Ok so i figured out all the differences in the cod radiant and doom3 radiant and below is a pic of what i've done so far (about 30minutes-1hours work). I know its all in caulk but i cant to 2d texture design and its for my western mod so none of the doom3 ones fit the task If u want me to develop a map for this mod just give me an idea for a location etc and i'll get cracking Also any textures you would want me to include Finally, i know that picture is very basic but i can do more advanced things aswell so just ask on msn (joelcoldson@hotmail.com) or here if u want to see some Thanx DraVen
  3. @ oDDity - I know what you mean - I'll try to add some more wooden grain to it. here a not so spectacular texture, eventhough it wasn't so easy to create it wooden plankings - I think every mansion level will need some....
  4. Plain. One color. No fancy decorative pattern. You know, just something like flood-filling a room. And the reason I'm saying "similar to the wallpapers" is so that it is used to blanket a room very very easily - the level designer doesn't have to worry about sizing, about lining things up, about making it "just right." Instead, you slap it down, and it looks like "wow, this room has a nice red (or blue, or green, or grey, or whatever) rug." The reference to the wallpaper is how they're not completely flat, they have some nice relief (bumps, detail) to them. Anything from flowers like the wallpaper, to maybe jump rug-looking bumps. Basically, I'm saying something simple and plain that looks good. Re: That new texture - holy crap! Awesome!
  5. IT does look good, we need more original themes liike these, but you'd need to make it smaller in-game, maybe a quarter of that size, or else put more detail in the wood texture.
  6. anyway - I made a new panel texture. ehm, something....well just take a look at it yourself. maybe you'll like it - maybe you won't. I know the style is a bit strange, but I thought it's just so strange, that it would fit into the thiefworld it requiers a heightmap though, then it'll turn out better.
  7. what do you mean with "same theme" ? same flowers and stuff ? or just the same colour ? maybe it's a communication issue, but I still don't get it I'm not sure, how I could add the flowers etc of a wallpaper into a floor/rug-texture....
  8. To warn, I think we should remain very cautious. Yes, the city test is showing over 300k tris at once, and rendering it with dynamic lights (not tons of them, but quite a few), and somehow maintaining a framerate near 30 even on a P4 1.4... but there has to be SOME reason why in D3 even *single rooms* (portalized, even!) run slower. My initial guess that it's the huge use of complex materials (numerous texture passes for every surface), tons of lights everywhere, and *gulp*, AI/scripts...... once those are in, we might be in for a bit of a rude awakening.
  9. dear TEAM... It s all others fault.They gone crazy last night...Everyone was modelling, drawing...PR searching..Texture making...I felt ...Hey i should try one more Character modelling ... This time A man..WIIP (work in insanely progress) I just missed heartbreaking critics ...Lately i was in heaven ...So i need to balance my mental health...BRING ME To reality So this is A MAN... I dont know what he is wearing but probably kind of armour....I will make it more to the chest that symbol...Who is he? Have no idea...Is there a place for this kind of guy in Thief world...i dont know...you decide.. Actually i made first a HAT for him somekind of priest stuff.. but he didnt wanted to keep it.. we argued little bit .. then he said "i learned the convincing art from sparhawk temple" i said "oh shitoo...ok take it off then" so A MAN still is a WIP or a RIP.....? tell me .... - I told you...you should have keep that hat... -Shut up...I have the attitude between james dean and marlon brando.. -you are sick..!!! oghhhh ..you are not A MAN ..you are a SICK guy...you should be RIP already... BEST...
  10. all texture sizes must be a multiple of 2. 2 - 4 - 16 - 32 - 64 - 128 -256 - 512 - 1024 - 2048
  11. a bit hard to explain...it's a photoshop filter and generates normalmaps based on the colour of your diffusemap. so for example the dark parts are the low parts of the normalmap and the brighter parts are the higher parts (or just the otherway round - you can change that with the "invert x" and "invert y" - check boxes.) one general tip: you should decrease the contrast of your texture before using the normalmap filter - other wise your normalmap will be very very rough the rest is trial and error - it'll take a while but you'll learn it.
  12. Blackthief where can i download that Normalmap plugin for PS you are using? maybe if i could learn how to use it i could texture some basic items..
  13. Sweet, those are really nice looking! Did you see my answer to your question about the rugs I mentioned? I was just talking about something very understated, plain - something that easily tiles without looking repeating, like those new 06a-06d wallpapers. Something like those for the floor in however many colors are possible would be extreeeemely useful! While I'm making suggestions/requests - I've been building wooden stuff (stair railings, steps, specifically) and a good, no features, wood grain would be fantastic in dark and light. Do we have anything like that? I've been using the texture mansion_wall_trim03_d.tga, but to hide the detailing, I've had to stretch it a lot and it gets really washed out looking, so I've been itching for an alternative.
  14. well actually the pavement isn't clean at all....I took this texture from a photosoure (took even the photo myself), so it looks just like a pavement in a city in RL. but I have to tweak the normalmap of it anyway...I'm still not content, how it looks.
  15. Can we have some dirt on the street basement? It really looks excellent, but I think we should also include some dirt. Problem is, can this be done in some kind of generic way? So that dirt can be put easily on any texture, so we don't have to do dirt and clean variations. I think also the barrel could use this. Some moss or something like that. Or at least another variation with this, so it looks old and used and some are new like this.
  16. But will a bread texture be clear enough for a small object? Won't it make it just look like a brown rock?
  17. I'm currenlty syncing and then I post it. Does this make sense? 1) The thread will always be out of date and has to be maintained to be of any use. 2) A list of texture names doesn't say much to anybody. 3) Everybody who wants to be up to date can sync with CVS.
  18. That doesn't really help you, once you lost oritentation. I don't know why everybody is so opposed to a rotating compass. It's not as if this would change ther entire game, and there ar people (like me) who wants it. No. The aim is to go through the caves and reach your objectives. It's not really fun to get lost and having to reload to return to a known spot and walking the entire way. That's one reason why I didn't really like the bonehoard mission in T1. The gem can be prerendered and it would look really good. And the compass would be enough if it has a good texture. I know.
  19. That doesn't work for me BT, the texture just goes black. Where did you find that out, maybe I can go check there for answers.
  20. maybe it'd be better to make it more lowpoly and model the top. this way the texture could stay the same, but the top would look more realistic. eventhough T3 is rather ugly (actually I was really surprised HOW ugly T3 is, when I took that screenshot some minutes ago) their barrels have a modeled top, but don't have so much sides. http://www.dark-project.com/BlackThief/thief3_barrel.jpg so Atti can u plze make the shape like the T3 barrel and reduce the number of sides ?
  21. No. The bitmap is for the gem only. I never meant to make the WHOLE thing a bitmap, only the gem itself. And the compass is a seperate object wich can rotate aorund it. But there are some problems with this anyway. Even if the two were combined, we still would only need 16 bitmaps because the skinning is always the same and the rotation is done by the engine. The seperate objects only makes sense if we replace the gem with only a flat texture. But then the rotation wouldn't work becuase it could penetrate the gem on some angles. when it is rotating. I have to test this with a 3D app to see how it works.
  22. here is a pic with a quick mechanist style texture on it
  23. The gem is good. I only need a pre-rendered texture for the various lighting stages. But that should be done when I know exactly how the lightgem is to be implemented. The major problem is the gem. We don't need to have a fully 3D gme, because it is only there to highlight and we can save a lot of polies with that. Having a rotating compass around it means that it will look crap though, if the gem is not perfectly round. If we can avoid unneccessary polyogns then this is a good thing, so we should give it a try.
  24. I'm gonna condense our two sticky posts into a single thread and outline exactly what we need to do in the next few. First off the themes a'la Fingernail: City Textures - very similar to the Thief 3/2/1 City. Slightly Tudor/medieval, with elements of neo-Classicism and gothic. Also steampunk - ie. pipes, chimneys. Vaguely Victorian. Basically it's melting pot of styles - a bit like London, a bit like Prague, Paris and Vienna in my mind. Mansion textures - similar to the T2 style/Moira's manse from T3. Wood panneling, rich wallpaper, carpets, shiny wood flooring, elaborate doors, grand staircases, large windows and roof lights. A bit of art-deco influence ala T2 would be nice. Church Textures - should be Alexius' speciality wink.gif . High Gothic, St Vitus, Notre Dame, large stain glass windows, many vaults, columns, transcepts...you get the picture. Stone mainly. Some 'Hammer-equivalent' logos would be nice. Catacomb/sewer Textures - just some boney, wet, damp rock & brick. Quite a small section. Core Textures - very crucial. All the standard bricks, wood, flooring, tiles, edging, grass, that would go well in pretty much any situation. Water Textures - new shaders should be made. This should probably involve new fragment programs, which means someone should have a bash at learning the fragment language (check D3W for scant details). Glass Textures - people have windows, ya know. All styles. Door Textures - some pretty general wood & metal doors. Metallic Textures - all the shininess: pipes, grates, fans, valves, infernal machines. Go crazy & nuts with this one, I want to see all sorts of Edward Scissorhands craziness. These will be our basic catagories. I might edit them down later on into more specific catagories, but for now they'll work fine. __________ The first thing we're gonna concentrate on are mansion textures. I'm gonna be a bit more specific here and say that we need to take everything into consideration, from the basement (my current project) all the way up to the attic. We'll also need to split each texture into 2 catagories: 1. Clean, pristine textures. These will be used for our well maintained mansions. A few marks here and there will be good for portraying a lived in look, but for the most part these should be nice and pretty. 2. Grunged up and decaying. The same textures with grime, torn wallpaper, and watermarks. These will be good for our abandoned or haunted mansions that have been unkempt and exposed to the elements for awhile. Windows will be cracked or grimy, doors will be warped, and floors should have a nice layer of dust and other debris layered about them. Each catagory will have it's own specific textures of course, but making dual versions will help keep the style consistant and will save us on some time. __________ Last night I've come to the realization that we're missing quite a few detailing textures. I've spent most of my time working on walls and surfaces, and when I started to build my map I realised that I could desperately use some trimming details, decals, and other small miscellaneous textures. It's these textures that add life to a map, without em everything we build will end up looking bare and spartan. So for the next few we need to concentrate more on making these than anything else. Windows, trim, support beams, a few more doors, decals (such as books and whatnot)...aim for these rather than wide surfaces.
  25. I think I will give it a try with zbrush. So it’s the tangent space I need for doom I thought as much. What I have done in the past is unwrapped the mesh and imported the uv coordinates into zbrush and then back out after generating the n map / colour map ..you have to remember to press flip vertical on the texture though if you save as a psd / jpeg. Your right about zbrushes native uv mapping fingernail ..its great in zbrush but try and get that working elsewhere it’s a nightmare ! I think zbrush holds great potential for detailing for normal maps as the level of detail is unsurpassed t by any other software. well wish me luck I am going to give it a go
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