Gestalt on 30/11/2005 at 05:24
It doesn't really matter if RGB10A2 works with Max, since you can always just use a version it does support to create the matlib and then swap those files for the RGB10A2 versions before using the textures.
ascottk on 30/11/2005 at 05:28
Quote Posted by Gestalt
It doesn't really matter if RGB10A2 works with Max, since you can always just use a version it does support to create the matlib and then swap those files for the RGB10A2 versions before using the textures.
Yeah, I'll probably use jpg files for matlib editing since t3 goes for the dds textures anyway.
OrbWeaver on 30/11/2005 at 10:02
Have you tried R5G6B5? Taking a wild guess as to what those formats mean (5 bits for R, 6 bits for G, 5 bits for B), this would seem the best format for normal maps.
ascottk on 1/12/2005 at 03:47
Quote Posted by OrbWeaver
Have you tried R5G6B5? Taking a wild guess as to what those formats mean (5 bits for R, 6 bits for G, 5 bits for B), this would seem the best format for normal maps.
I'll stick with RGB10A2 for normals. T3 does not like R5G6B5 very well. It can use it but it's ugly as hell. So I'm going with dxt3 for diffuse & speculars, & RGB10A2 for normals. This might take me a while because:
* The OM textures suck.
* John P's textures are great but they are based on the OMs (too cartoony).
* I have to find suitable replacements
* I have to make some normal maps. I have a tutorial in pdf format I put together for potterr but it needs a revision due to people with lack of experience with the gimp. The tutorial is based on this:
(
http://66.70.170.53/Ryan/nrmphoto/nrmphoto.html)
I had some really cool normals using bump maps based on a 2d texture. *Remind to to revise my tutorial please :thumb:
* I have to tweak my generic specular textures (the gradient ones). The wood specs have a slight brown & stones are normally gray. I might need to have several genspecs so the colors reflect the texture.
veledan on 2/12/2005 at 20:30
I had to vote C7; I've played KL so there was no contest really :-)
The rest would be very very nice to have though, so please do your best to accomplish all four :joke:
EricIce on 2/12/2005 at 22:27
My vote is Classic mixed with Real photorealtisic textures... like Darker Morrowind textures.
I always missed the Classic feel of Thief 1 & 2 in the new Thief 3. But I also
wanted new realistic textures.
My biggest complaint about Thief 3 was the big buttons, bid text, and the Rag Doll effects in NPCs, they had no Spine when knocked out. Although the NPCS were greatly improved graphicly over Thief 2 it just felt different.
Maybe because Thief 3 is an X-box port to PC.... instead of just a PC game.
ascottk on 3/12/2005 at 06:03
Quote Posted by EricIce
My vote is Classic mixed with Real photorealtisic textures... like Darker Morrowind textures.
I always missed the Classic feel of Thief 1 & 2 in the new Thief 3. But I also
wanted new realistic textures.
I'm leaning towards the direction of classic objects with UI and realistic textures. Then I'll probably use those for the C7 contest (maybe). I'll need to release resources as I go so other mappers can use them or it'd be too obvious which fm is mine.
Quote:
My biggest complaint about Thief 3 was the big buttons, bid text, and the Rag Doll effects in NPCs, they had no Spine when knocked out. Although the NPCS were greatly improved graphicly over Thief 2 it just felt different.
Maybe because Thief 3 is an X-box port to PC.... instead of just a PC game.
The buttons and text an be modified but several attempts to have the animations take over most of the ragdoll effect have not worked. The text has already been modified by New Horizon. I'll have a basic start without NH's T3EnhancEd then migrate to that installation when I get it.
Schwaa2 on 4/12/2005 at 02:51
Well, I wouldn't go to any length to replace T3 tex with T2 tex. maybe some new textures would be better. Everyone over at T2 Ed Guild these days is trying to get away from stock T2, T1 are worse.
ascottk on 4/12/2005 at 07:01
Quote Posted by Schwaa2
Well, I wouldn't go to any length to replace T3 tex with T2 tex. maybe some new textures would be better. Everyone over at T2 Ed Guild these days is trying to get away from stock T2, T1 are worse.
Nah, I did that with the Labyrinth. I'm using photorealistic textures & tweaking those to replace t3's. Now that I figured out how to do this better (it's getting damn tricky with colored genspecs. More on this in a moment & screenshots & comparisons next week) it'll be easier.
Why use colored genspecs (textures like genspec01_s.dds)? Well some of the textures have a certain tint to it & gray genspecs add a gray tint I didn't like unless it was a gray texture. Brownish genspecs seem to work well with wood & the t3_cem matlib textures. My custom genspecs have a more obvious effect than the OM ones so I have to be careful with the specular maps.
As for the uncompressed dds format I find that the BGR8 format works really well for the normal maps & it's 3ds max friendly. There's an interesting side effect but I won't go there until I test more.
Komag on 5/12/2005 at 00:14
I'm glad to hear about your texturing work. It sounds really complicated to me, and I have NO experience with custom textures, but I always appreciate them a lot and they almost always add a tremendous amount to the beauty and immersiveness of missions. So, THANKS :thumb: