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Posted

I like them. :) These have also the potential to be coloured, either with an colour keyword in the shader or directly in photoshop. What resolution are they?

 

I can imagine that a greyish version of this texture could look quite good.

Posted

They're 1024 x 1024. I could change the colour between the bars. I think the rust on them looks quite good.

It's only a model...

Posted

Cool, I like that one much more than the above one, although we should use both - variation is always good. As both textures can share the same normalmap, it's not as bad in terms of disk space either.

 

What do the others say?

Posted

Thanks, I'm glad you like it :) What do I need to do to upload them? As far as I am concerned I will need a new password to access the server.

It's only a model...

Posted

You'll have to do these steps:

  • Send your desired username/password to sparhawk (via PM)
  • Wait for sparhawk to send you the confirmation that he's added you.
  • Name your texture (if you're feeling uncreative, ask Springheel or me) along the lines of textures/darkmod/metal/detailed/SHADERNAME
  • Create TGA versions of diffusemap, normalmap (and specularmap, if applicable). These go into our hi_res repository.
  • Create a JPG editor image (256px width or height) and store it into textures/darkmod/metal/detailed/SHADERNAME_ed.jpg (note the _ed suffix).
  • Save the TGA normalmap into the same folder.
  • Compress your diffuse and specularmap to DDS using the Compressonator (tutorial is on the wiki).
  • Copy the DDS files into dds/textures/darkmod/metal/detailed/SHADERNAME.dds. Use the _s suffix for specularmaps.
  • Create a shader in the correct material file: materials/tdm_metal_detailed.mtr. Copy an existing shader from this file and change the needed lines only.
  • Upload your files. Choose SVN > Add on all new files, then commit your mod folder and be sure that the correct files are marked for upload (also leave a comment describing your upload).

It may sound a bit complicated, so if you're feeling lost I can guide you through that process step by step. It's not too hard once you've done it.

 

The hi_res repository is located at https://darkmod.homelinux.com/svn/darkmod_hires/tga_backup/ You probably don't want to download everything, so you can also checkout only a subfolder of this. Feel free to ask me if you need help with that.

 

Ah, before I forget: We also have a texture_src repository for photoshop source files. This is only necessary if you have some complicated layered PSDs that might be useful to have if you want to change the texture later on. I can give you the details for that as well.

Posted

Yes, everything seems to work fine. The only thing is the file extension of the DDS files. By convention all our filenames should be lowercase including the extension. Not your fault, because I didn't mention that explicitly in the wiki article.

 

I'll rename the textures and update the article. Nice work!

Posted

The Compressonator gives the upper case suffix. I noticed the difference, but I didn't think it's important. I just don't think the informatics way :)

It's only a model...

Posted

It won't cause any problems on Windows and we actually had mixed case filenames up to a month ago. :) We (or rather sparhawk) decided that it would be more consistent to have all files lowercase, to exclude any problems when running the mod on Linux.

 

I know about the Compressonator giving uppercase extensions, that's why I should've mentioned it in the wiki article (is already updated). As I said, not your fault. :)

Posted

I corrected panel_old_ornaments_local file. It was shifted comparing to the diffuse map so everything was blurred a little. Stupid mistake, don't know why I didn't notice that before. This panel texture needs more work.

It's only a model...

Posted

Any suggestions? Which version is better and how should I name it? How about rusty diamond shapped? If you like it I will add it right away.

It's only a model...

Posted

I like both of them. :)

I would suggest metal/detailed/rusty_diamond_pattern and metal/detailed/rusty_diamond_pattern_screws for the names.

Posted
Have you read the texture guidelines on the wiki?

 

You mean the naming part? I have a problem with those names. It's my english. I prefer to ask.

Angua, isn't rusty_diamond_pattern_screws too long? :)

It's only a model...

Posted

Not specifically for naming, just for instructions on where to put everything, how to save as .dds, etc. Maybe you already know that stuff?

 

Three words is the average for texture names, but four is ok.

Posted

Version without screws was added to metal/detailed/rusty_diamond_pattern. Thank you for help Angua :)

 

Maybe you already know that stuff?

 

I uploaded one texture before.

 

I also added a specular map for fittings_diamond_shaped. Here's a screenshot:

 

http://img211.imageshack.us/img211/4347/heavymetalbj3.jpg

 

I think it looks better now.

It's only a model...

Posted

I made a door texture from one of the pics I showed you. Here are screenshots:

 

http://img232.imageshack.us/img232/1682/door1bn3.jpg

http://img67.imageshack.us/img67/8948/doordx5.jpg

 

I added files to textures\darkmod\door\wood\board_oblique_nails_hinge, images are 512 x 1024 for diffuse and local and 128 x 256 for specular.

It's only a model...

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