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PinkDot's textures


PinkDot

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All those three textures share specular map and two of them has the same diffuse map. I didn't see our snow textures before - all I've seen before was snow texture on jdude's screenshots which looked flat.

Now, after I took a look at our existing snow textures I think one of them has quite nice normal map (snow_plain) but it lacks specular. The other one (ice_something...) didn't convince me (it's completely flat).

Indeed we don't need more clean snow textures and if we want to reduce repository size we could choose the best textures of our existing ones and mine and combine them into 2 or 3 materials instead of 5.

But I wouldn't panic anyway - variety is necessary - snow textures in Thief FMs tend to look monotonous casue people never bothered to use more than 1-2 textures per whole mission...

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On the left is plain_snow01; on the right, plain_ice01.

 

I'm partial to the ice (with reason ^_^), but I definitely don't see it as flat. It's a bumpy/ripply iced-over snow (originally a Dave Gurrea), I didn't think unlike your first one. Anyway, I didn't know that you weren't aware of the existing ones, so I was just wondering if we were turning into The Snow Mod. ;)

 

Not sure why the plain_snow01 (left) is looking pixelated. Could that be reorg damage? Either that or the bump or speculars are too smooth and curvy (something I've run into badly when trying to make normals and speculars for water).

post-58-1184695988_thumb.jpg

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I didn't notice those pixels when testing that texture yesterday, so it's OK. I like those wavy bumps on it, which the right one lacks. By flat I meant global bumps, not just those tiny ones. My "smooth" snow has subtle uneven surfaces which looks more natural IMO.

But as I said already - we're not at the stage of having too many snow textures yet. And if we're going to support snow fanmission we should do it properly - not with just two textures.

 

BTW: are there any new texture guidelines? where should I upload them? Who's going to look after them? (give proper name, material shader etc., convert to DDS, etc.) Or should I do those things on my own?

Soon I'll have a bunch of new tileable textures, not only snowy ones.

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I didn't notice those pixels when testing that texture yesterday, so it's OK.

I'm seeing this right now. Yes, I'm sync'd. And I do mean in render view, not in a low res JPG.

 

Is there a quality setting that would control this? I played with them when working with water, and it didn't matter, the pixelation still happened. I believe it came from either the normalmap or specular being too smooth, too high in resolution, for the game to render well. The result was noticeable steps instead of smoothness.

post-58-1184700126_thumb.jpg

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  • 2 months later...

I added some textures, made for models originally, but as they're tiling they can be used on brushes and patches as well.

 

Pier platform:

pier_platform.jpg

pier_platform_local.jpg

 

Wood_rough_fungi:

rough_wood_fungi_d.jpg

rough_wood_fungi_local.jpg

 

Timber_ends:

timber_ends_d.jpg

timber_ends_local.jpg

 

Iron_rough:

iron_rough_d.jpg

iron_rough_local.jpg

iron_rough_s.jpg

 

They're all 512x512.

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Some really nice wood textures there. :)

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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  • 1 month later...

Recenlty I've been working on some architectural textures. Starting with halftimber style, as this is most TDM-ish and suits to my docks sea-port environment. This is a sample:

 

4textures.jpg

 

There are four textures so far. They're 1024x512, except for the gable texture which is 1024x1024 but eventually it will contain two diffrent gable textures (each of them using half space of texture).

 

I'm planning to go through more diffrent architectural styles: gothic, romanesque, victorian and others, so building a large cities won't be that difficult and life-long.

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Recenlty I've been working on some architectural textures. Starting with halftimber style, as this is most TDM-ish and suits to my docks sea-port environment. This is a sample:

 

Very nice. Maybe I can replace a few of my mill brushes with textures.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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This stuff looks great. Using the model textures for tiling textures is something that Sledge (developer on T2X and TDS) mentioned to me awhile ago as it's good for creating cohesive themes.

 

 

It's great to have stuff interchangeable. I've been trying to reuse as many existing textures as possible on my stuff lately. Even if I just use a Darkmod metal for a base of a new tex. Those wood textures are perfect though, could use them straigt on a model.

Dark is the sway that mows like a harvest

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yes, they can be used either on brushes or models. It'll be easy to make some simple buildings to put behind the wall - border of the map to create large city illusion.

BTW, windows are grid alligned, so you can split the brush exactly at the window borders and make them hollow or just change with any other window texture.

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Is it in the Beta mapper SNV yet? I could really do with that type of texture.

No, it's not yet - to complete the set I have to make some wood texture matching those wooden beams - you really need to add some support beams or something, you know. I'll do it as soon as I can, so watch out for them. (in the main SVN, not beta).

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No, it's not yet - to complete the set I have to make some wood texture matching those wooden beams - you really need to add some support beams or something, you know. I'll do it as soon as I can, so watch out for them. (in the main SVN, not beta).

 

It would also be cool if you could make the plaster into a normal texture, too.

 

In related news, I am also pondering turning a few of my old mill specific things into a generic, combined texture. Right now everything is made of brushes, and esp. the little cross-shaped beams would removed two dozend triangles if it was one texture.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Recenlty I've been working on some architectural textures. Starting with halftimber style, as this is most TDM-ish and suits to my docks sea-port environment. This is a sample:

 

This looks really good. I love the cracks that you put in, which makes it much more believable. :)

Gerhard

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  • 4 weeks later...

I believe they're all on Subversion along with all the other mod textures. If any of them aren't, then PinkDot hasn't uploaded those ones at all yet. Sounds like the architectural halftimber textures above aren't up yet, for example.

 

The link on page 1 was for PinkDot's reference, ignore it.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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snow and architecture textures are not uploaded. Both are just started sets of textures and somehow I tend to leave things unfinished before moving to another task. But I'll upload those halftimber walls as they are, cause I never know when I get more time to do it...

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