str8g8 on 20/12/2005 at 10:07
Really like the new screenshots, nice job :thumb: Good to see you've got rid of that awful genbeam texture that crops up everywhere in the game!
One thing that bothers me though is that some of the walls don't seem as well lit as the original screenshot - possibly because the normal map is less pronounced, and is not "catching" the light in the same way ... just something to be aware of I think ...
OrbWeaver on 20/12/2005 at 10:59
There's some strange lighting on the third screenshot (on the beams), it almost looks as though it's missing a diffuse texture or something.
The textures look good, but I think a bit more low-frequency normal mapping would benefit them. The TDS textures have quite an "ancient" feel to them which is lost if the new textures are too flat and pristine.
AluminumHaste on 20/12/2005 at 15:58
Yeah that seems to be the problem. Your normal maps aren't "deep" enough.
BTW, can you use these with the game or do you need to have the editor installed??
ascottk on 20/12/2005 at 17:34
Quote Posted by OrbWeaver
There's some strange lighting on the third screenshot (on the beams), it almost looks as though it's missing a diffuse texture or something.
The textures look good, but I think a bit more low-frequency normal mapping would benefit them. The TDS textures have quite an "ancient" feel to them which is lost if the new textures are too flat and pristine.
The weird-looking beam I haven't got to yet (or it's a WiP). I think levels need adjusting for those, especially the specular.
Quote Posted by AluminumHaste
Yeah that seems to be the problem. Your normal maps aren't "deep" enough.
BTW, can you use these with the game or do you need to have the editor installed??
I'll experiment with the normals to get them deeper & add some variance to the bricks.
For now the textures are editor only unless you have John P's textures installed & you overwrite those textures (you probably won't get speculars though).
ProjectX on 20/12/2005 at 20:37
I've got to hand it to you, this stuff is great!
Amazing work!
Crits:
There's that lighting thing - already mentioned
The bumps need a bit more pronouncing, but not as much as the originals, those were overkill and made it look even more low-res than it was (which is saying something, since they were already pretty low-res)
AluminumHaste on 20/12/2005 at 21:01
Quote Posted by ascottk
For now the textures are editor only unless you have John P's textures installed & you overwrite those textures (you probably won't get speculars though).
Yeah I have John's installed. Could you include the specular maps anyways though?? Or does his installer not replace the original spec maps??
ascottk on 20/12/2005 at 21:10
Quote Posted by AluminumHaste
Yeah I have John's installed. Could you include the specular maps anyways though?? Or does his installer not replace the original spec maps??
Each includes the *_D.dds (diffuse), *_N.dds (normals), *_S.dds (speculars), and the associated *.mlb (material libraries).
John P did not have access to the libraries when he did his textures so there are no specular textures in his installer.
UPDATE: Instead of double posting I edited this post . . .
One reason why the normals were not used very well was the weak genspec textures I created :p I saved them as a DXT3 compression when I should've used uncompressed so the genspec levels were narrower than I wanted! The just tried the uncompressed genspecs & now I have to accommodate for the new levels :eww:
AluminumHaste on 20/12/2005 at 23:21
Ah I understand now. What DDS format does the Atten.dds texture use?? DX5?? DX3?? With MipMaps??
ascottk on 21/12/2005 at 01:53
Quote Posted by AluminumHaste
Ah I understand now. What DDS format does the Atten.dds texture use?? DX5?? DX3?? With MipMaps??
I couldn't load dxt5 with t3. I assume it's dxt3 since there are mipmaps in the original & it has transparency.
AluminumHaste on 21/12/2005 at 03:35
Thanks, I'll try that but I'm pretty sure I tried that one already.