Vae on 25/10/2012 at 01:14
Quote Posted by LarryG
What needs to be done to make that tile acceptable?
Like I mentioned before, either polish down the tile, so there's less distinctive texturing, or create a larger texture that contains a greater amount of differentiated tiles.
EDIT:
Quote Posted by Nameless Voice
He's talking about the older version of the texture that I used to take my screenshot, which still has that issue.
Well then, we should probably see how the other one looks in-game.
LarryG on 25/10/2012 at 02:01
@Vae: So you would prefer something like this?
[ATTACH=CONFIG]1434[/ATTACH]
Vae on 25/10/2012 at 02:19
Yeah, I would say that's the basic idea. Would be really nice to go even larger, for even greater differentiation.
By the way, is that the only place this texture is used?
LarryG on 25/10/2012 at 02:22
512x512 is plenty big. The original was 64x64.
I used it in my mission. I'm sure lots of FMs use it too if it is not used elsewhere in the OMs.
Vae on 25/10/2012 at 02:44
Yeah, you're right...512 x 512 is plenty big for this kind of thing. Would like to see how that looks in-game.
jtr7 on 25/10/2012 at 02:53
It's in the Keeper Chapel beyond the Grotto in Haunted Cathedral. Looking in the Chapel would show all these textures grouped together.
Are the textures used on objects separate from the ones used for brushes? If so, those pressure plates need to be brought up to standard. Both types in the Chapel are of a different scale or distorted. Apologies for the bad images. I never had the time to get version 1.19 working right in Gold, so a lot of things got messed up trying to get DromEd working at all just to take these 3D view shots, and it doesn't help that the only light in there is the ambient level, so it doesn't brighten well or with any contrast.
Inline Image:
http://i70.photobucket.com/albums/i106/jtr7/KeeperChapel_EntranceHall.jpgInline Image:
http://i70.photobucket.com/albums/i106/jtr7/KeeperChapel_Sampling.jpgI don't see grout in the original blue/orange tile, and would suggest narrowing the grout way down to help reduce the flatness. As with many of the tiled floors in The City, when it isn't mosaic, the tiles are flush to each other, like modern tiled floors. And having worked with these crappy glazed terracotta floors in buildings where I've worked as a janitor, the edges aren't beveled, just rounded where the thick glazing ran off the top over edges, and the tops are also not flat, but have the shallow rounded unevenness of the glaze, resembling the topography of some sort of flat-topped baked bread with heavy icing on top. :p
Am I the only one who sees something more like strips of wood in the middle of the wooden panels than grain?
Sorry.
Nameless Voice on 25/10/2012 at 12:30
I found the last thread where I tried to rally up people to do this kind of thing:
(
http://www.ttlg.com/forums/showthread.php?t=135364)
Some nice textures there, though a lot of them could do with some criticism and tweaking.
Renz, those webs looks good. I'm not sure if they're not a tiny bit thick / heavy, though. But, then again, the original texture is
coated in the things.
LarryG on 25/10/2012 at 13:14
Quote Posted by Nameless Voice
Renz, those webs looks good. I'm not sure if they're not a tiny bit thick / heavy, though. But, then again, the original texture is
coated in the things.
Agreed. :thumb: Looking much better, but the individual strands are a bit thick / heavy.
Quote Posted by jtr7
Are the textures used on objects separate from the ones used for brushes?
Unless they did texture replacement, they are. You would have to look. The issue then would be whether or not the material file scaling applies to texture replacements. IDK about that. Maybe ZB or NV do?
Quote Posted by jtr7
I don't see grout in the original blue/orange tile, and would suggest narrowing the grout way down to help reduce the flatness.
I should have a version like that soon. The grouting was an attempt to get a bit more dimensionality.