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Some texture I've made.


Arcturus

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First of all: can somebody (New Horizon?) give him Applicant or Contributor status so that we can discuss things in more detail?

 

@Arcturus: I could take a look at it now, and I have some feedback for you.

 

- While the normalmaps look good in theory, they are almost not noticeable for the "old" and the "white_brick" textures. They should be much more pronounced. I looked a the textures using "r_skipBump" and could hardly tell any difference between the appearance with and without normals. edit: Ok, after looking at them at smaller scale it actually isn't that bad, but the lights have to hit the texture at really sharp angles to make it properly visible. So don't take this too seriously. The brick normal can definitely be deeper though.

 

- The normalmap of the tile textures is very grainy or noisy. It makes the shingles appear like sand, which feels a bit wrong. The roughness should be decreased a lot, this would look much better. The diffusemap is non-tiling, which can probably be fixed easily.

 

- The "old" texture has non-power-of-two dimensions (1068 pixels). This will not work when the imagesa re converted into the DDS format. All dimensions should be powers of two: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc. Width and height don't have to be the same, of course.

 

Please don't be discouraged by my feedback. If you are willing to put some more work on the textures, I can imagine that these could fit into our repository. I (or somebody else) can give you some more detailed instructions in the internal forums with respect to techniques and organisational stuff like naming conventions, DDS conversion and such.

 

edit: Thanks for moving that, N.H. :)

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The "old" texture has non-power-of-two dimensions (1068 pixels).

I was supposed to change it but I simply forgot:)

I fixed those things You mentioned: I changed size of wood textures (and corrected diffuse a little), changed normalmap for bricks, and corrected tiles textures.

zip: http://www.sharebigfile.com/file/190514/textures-zip.html

It's only a model...

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Much better. :) The brick texture normalmap is deeper now which is good. I wonder if the mortar could be a bit darker in the diffusemap so that the depth is better pronounced, but I'm not sure if this a good idea.

 

I'm basically off to work now, could you prepare some screenshots and post them here, so that others can voice their opinions too without having to download the package? Just a room with two light sources would do the trick.

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Yeah, we've probably got enough bricks for the time being. The tiles and wooden thing look interesting though.

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I guess all three can go on for now. We'll be starting our texture cull fairly soon, I imagine, so we can always deal with them then.

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Ok, all three are now up on SVN. I created JPG editor images for all of them, converted the files to DDS and added the default shaders:

 

textures/darkmod/stone/brick/grey_brick_dull

textures/darkmod/roof/shingles_red

textures/darkmod/wood/panels/panel_old_ornaments

 

Thanks to Arcturus for providing these (I credited you in the material files), keep them coming! :)

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Great!

 

That door would be great. What also would be VERY usefull is, if you could make a trim texture out of these metal stripes on that door in different variations and colours.

 

You said that there are metal textures needed, so I thought I could chop the metal door into pieces. But now that you mentioned doors... I was going to ask if there are any needed. Because if you need textures for models or for unopenable doors to put on a wall like in Thief 1 and 2, I could provide some nice pictures. These are the best three I have right now:

 

http://www.wgraj.net/img.php?mode=full&file=2623 - you can see it on one of my screenshots

http://www.wgraj.net/img.php?mode=full&file=2624

http://www.wgraj.net/img.php?mode=full&file=2625

 

Pics are of course scaled down.

It's only a model...

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Great!

You said that there are metal textures needed, so I thought I could chop the metal door into pieces. But now that you mentioned doors... I was going to ask if there are any needed. Because if you need textures for models or for unopenable doors to put on a wall like in Thief 1 and 2, I could provide some nice pictures. These are the best three I have right now:

 

Yes, they look good. :) We can definitely use a variety of different doors. What we also need are lock textures. Currently I think we have only one single lock texture, which I nipped somewhere from the internet. Also handles would be needed. The doors are customizable, and so I created a simple brush, where I put the lock on. Not all of them need to be fully modeled.

Gerhard

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Are locks and handles separate models? For a start I could remove those from photographs. For door models (or openable brushes) only one wing from a photo would be needed, I guess.

It's only a model...

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We actually have a system set up where the door, lock and hinges are all separate images that can be mixed and matched for greater variety. Baddcog set it up and I haven't had much time to look at it yet.

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We actually have a system set up where the door, lock and hinges are all separate images that can be mixed and matched for greater variety.

 

You mean, these: http://www.wgraj.net/img.php?mode=full&file=2628 are separate textures? If so, I must say I didn't expect that :)

It's only a model...

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Yes. The hinges and locks are done with transparent backgrounds, so they can be applied on top of a variety of different board textures.

 

Actually, if you're interested I have a batch of interesting hinges I've been meaning to turn into textures, I just haven't had time.

 

You'd need to take these, make them look like they're made of metal, put them on a transparent background, and save them as .tgas with a power of 2. Interested? If so I can send you the files.

 

hinges.jpg

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Actually, if you're interested I have a batch of interesting hinges I've been meaning to turn into textures, I just haven't had time.

 

I could give a try. I havent used a transparency in D3 yet, though. I mean, how does it work? Can you put a texture on top of another?

It's only a model...

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