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New Horizon

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Yes, the texture looks quite good. Could you fix that red part and get it ready for upload?

 

For this, we need of course a proper name according to our naming conventions. It should be a descriptive name, but it should not contain any "purpose", e.g. not "wall02" (because it can be used as floor just as fine).

 

I'd suggest flagstones07_uneven, but I'm not very good at thinking up texture names at all. Maybe someone else can think of a better name? We already have a flagstones06, so 07 would be the next number, if we want to have it numbered (Springheel?).

 

Anyway, glad that you got the startup issues sorted out. :) As soon as the naming is complete, you can prepare the files for upload.

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SHAZAAM!!

 

Here's a comparison of the original and the new texture. Gotta love the clone tool. :wub:

I also created a new bumpmap file using CrazyBump

StonewallCompare.jpg

 

Here's a close-up of the new texture:

 

StonewallnewCloseup.jpg

 

And for color reference (just in case in comes in handy):

 

StonewallnewColor.jpg

 

Here's the Zip file for the new textures:

 

http://www.fileden.com/files/2007/6/28/122...wall2121new.zip

 

It should contain the .tga's .dds's and the .mtr

 

I still have some trouble with the pavement02 texture, though. :(  I'll explain later.

 

~Daniel

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We already have a flagstones06, so 07 would be the next number, if we want to have it numbered (Springheel?).

 

Yeah, that would be fine, though I might throw in another descriptor, like flagstones07_light or something.

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I just renamed and uploaded your texture. (It's now textures/darkmod/stone/cobblestones/flagstones07_uneven_light)

Well done, I really like the normal map.

post-483-1195494887_thumb.jpg

(although it doesn't fit into the bonehoard very well... :laugh: )

post-483-1195494906_thumb.jpg

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I definitely like the variances in height that's showing, but one problem I see though is that the stones vs. the mortar are not necessarily coherent, sometimes with their heights rolling right over each other inconsistently. In other words, the stones are not at one general height while the mortar is at another general height. Some selective darkening or lightening of one or the other prior to heightmap generation would sort that out, depending on which result is desired (higher stones or higher mortar).

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Yeah, I'm not a big fan of the new normal map, for that exact reason.

 

Other than that it's a really nice texture though, especially with those red bits removed. :)

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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I decided to create a new normalmap. The diffusemap is the same on

e from before.

 

What I have done was darkened the mortar bit with the burn tool and remade a normalmap with Crazybump.

 

StonewallNormalFixed.jpg

 

 

http://www.fileden.com/files/2007/6/28/122...NormalFixed.zip

 

In the .mtr file I just replaced 'stonewall2121new_local' with 'stonewall2121fixed_local'.

 

If it's still wrong then let me know so I can try again.

 

~Daniel

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As we don't have a proper announcement post for this set up, I thought I mention this here:

 

The Dark Mod is a "free" project, which means that the game we create can be played by the community for free, without charges. The game code is going to be open-source (GPL) and our assets (textures, models) are going to be released as well.

 

We haven't ultimately decided under which license we are going to release our creative assets, but it might be a non-commercial one (creative commons, share-a-like or whatever it's called).

 

I hope this is not a problem for you, AstralNinja. I thought I'd ask before our content creators are surprised about it and disagree with the Mod being open and their assets being used by the community. :)

 

(@Team: Please anybody feel free to correct me if I state something incorrectly). We really need a properly formulated, sticky thread in these forums.

 

If you're fine with that, feel free to PM in case you're running into problems with setting up the mod. I have a startup thread (which itself is still in its startup phase, funnily enough) here: http://forums.thedarkmod.com/index.php?showtopic=6694

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Not a problem! ^_^

 

I've known all along that this mod was free in terms of use. I figured that helping out would be a good incentive to use some pr

ograms that would otherwise be wasting d

i

sk space.

 

...also as a good learning experience.

 

~Daniel

 

Btw, as of right now I can't access that link, so I'll wait a little while.

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Yup, as soon as New Horizon will have set you up, the link will be visible to you. :)

 

Have you experience in using SVN? I haven't written a tutorial for using SVN in The Dark Mod yet, I couldn't get around to do it so far. If you're new to SVN, this would be a good opportunity of assembling a few FAQ on the wiki. You'll be asking questions, I (and others) will post the answers to the wiki.

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It's not a good idea to put this info on the WIKI, because the wiki is publicy available, and my server can't handle the load if poeple get the idea to snoop around. After all, SVN is for development only, so it doesn't need to put in the WIKI, and we already have a thread about this, which we can move to the mapper forum.

Gerhard

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I didn't intend to actually put your server's address on the wiki. Confidential information stays confidential. :)

 

That's also why I asked god_is_my_goldfish to setup a restricted area on the wiki, but I haven't heard from him in a while. :mellow:

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It's not a good idea to put this info on the WIKI, because the wiki is publicy available, and my server can't handle the load if poeple get the idea to snoop around. After all, SVN is for development only, so it doesn't need to put in the WIKI, and we already have a thread about this, which we can move to the mapper forum.

 

Doesn't SVN need a password, anyway? :)

 

As for the server load, should we find a proper host for the SVN stuff? How much traffic does it generate per month? I have still quite a lot left. (Not sure about diskspace, tho)

"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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I'm still have some problems with textures pavement02 and 03 showing up in D3Ed.

 

pavement02_03White.jpg

 

When I try to view them in-game they show up as solid black.

 

They load up in DarkMod though.

pavement02_03Darkmod.jpg

 

 

Here's the .mtr info. (pavement03.mtr is the same but with 03 instead of 02.)

textures/darkmod/judith/pavement02
{

  diffusemap	   textures/darkmod/judith/pavement02
  bumpmap		textures/darkmod/judith/pavement02_local
  {
   if ( parm11 > 0 )
   blend	   gl_dst_color, gl_one
   map		 _white.tga
   rgb		 0.40 * parm11
  }
  {
   if ( parm11 > 0 )
   blend	   add
   map		 textures/darkmod/judith/pavement02
   rgb		 0.15 * parm11
  }
}

 

Another thing is that I can't open the .dds files in the Compressinator program but I can open them in CrazyBump.

 

**********

 

Ok...I think I just found out something. Apparently D3Ed has trouble with textures that are 1024x1024.

I resized pavement02 to 512x512 in Photoshop and created a normalmap in Crazybump. I altered the normal in some way but what I did exactly.

pavement02InGame.jpg

The left one is the original and the right one has been scaled down.

 

I haven't resized pavement03 yet.

 

~Daniel

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