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Posted

If someone is interested in reviewing the generic textures I used in "In the North", and including them in TDM, you can find the set here.

 

Feel free to improve the normals if they need it.

 

I didn't include all the textures I introduced; those missing from the set were specific to the mission.

Posted

Don't know, but I am happy to have a lok and appraise if no one else does..

 

Just had a quick look and pretty much all them are fit for inclusion to the mod. There was just 3 of them that are missing their respective normals. I could have sworn there were more though, kudos to Gman for creative use of the existing 1.08 texture set :-)

bhm_banner.jpg

  • 1 month later...
Posted
If someone is interested in reviewing the generic textures I used in "In the North", and including them in TDM, you can find the set here.
Just had a quick look and pretty much all them are fit for inclusion to the mod. There was just 3 of them that are missing their respective normals.

I'm doing this now and will commit to the SVN.

bhm_banner.jpg

Posted

Serpentine is still the texture curator AFAIK?

 

The concerns here:

 

"Is the diffuse compressed?"

 

Quality concerns:

 

Are any shadows baked into the diffuse? If so do those shadows look wrong when lit dynamically?

Are the normals inverted?

Are the normals too strongly defined, artificial looking at boundaries? (AFAIK Fix = Blur)

Are the normals too weakly defined, low detail or lacking in good gradient behavior?

 

The use of Njob or rendering normals via a modeling app (or renderbump flat) would pretty much

cover the last one. I don't recall seeing any quality issues in In the North but Grayman did mention

that some Diffuse textures were not compressed.

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...)

Posted

I mean there are only 3 that need normals making up for them.. and yes 10 in all.

 

Which ones needed normals? I didn't provide unique normals for textures that could use darkmod-provided normals.

Posted
Which ones needed normals? I didn't provide unique normals for textures that could use darkmod-provided normals.
Let me go grab a coffee and a look through the textures, brb...
  • wallpaper_victorian_01_ed
  • wallpaper_victorian_05_ed
  • wallpaper_victorian_03_ed

I'm gonna load them into nJob now, unless you want to..?

bhm_banner.jpg

Posted
  • wallpaper_victorian_01_ed
  • wallpaper_victorian_05_ed
  • wallpaper_victorian_03_ed

I'm gonna load them into nJob now, unless you want to..?

 

 

Those are meant to be flat paper, no texture. That's why I designated "_flat" as the bumpmap in the material file.

 

I checked the test map. The floor looks flat. I went back to my map, and I can definitely see the texture as I move a held candle around. Not so in the test map. Did you change the normal for that one?

Posted

Those are meant to be flat paper, no texture. That's why I designated "_flat" as the bumpmap in the material file.

 

I checked the test map. The floor looks flat. I went back to my map, and I can definitely see the texture as I move a held candle around. Not so in the test map. Did you change the normal for that one?

  • Ah ok, well do you mind if we have a slight bump on those wall papers as they are in the test map..?
  • And no it should be as you made it.

bhm_banner.jpg

Posted
  • Ah ok, well do you mind if we have a slight bump on those wall papers as they are in the test map..?
  • And no it should be as you made it.

 

Don't mind. Just wanted to clear up the mystery of the "missing normals".

 

Then it must be the overhead lighting flattening out the floor.

Posted
  • Don't mind. Just wanted to clear up the mystery of the "missing normals".
  • Then it must be the overhead lighting flattening out the floor.

  • Good man.
  • Ok, I may have a look at the incuded normal and check its not been inverted etc.

bhm_banner.jpg

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