Renzatic on 15/7/2009 at 22:07
Since I'm waiting on a couple three books to show up before I continue working on these secret models I've been horribly fucking up recently, I figured it'd be a good time to get some practice in on something I'm actually a quarter way decent with: textures.
Now I don't know who needs what or what needs to be done. So instead of reinstalling T3 and going through all the old textures til I find something interesting, I'll just take requests. If you all have something you want done and don't have the time, toss it my way and I'll see what I can do. The only thing I ask is that I'm allowed to use the finished product in TDM.
So...anyone got anything for me to try?
Beleg Cúthalion on 15/7/2009 at 23:39
The Child of Karras is all crazy about HDR photographs right now and I've told him to keep an eye open for something which could be used to replace TDS stock textures. Trims, panels, decorative elements for goodness textures etc.. We found this one at a monastery nearby, so if you're the master of tiling, you're welcome:
(
http://jayb.ath.cx/Eidos/TDS Gold/HDR WB Mauer 1.jpg) Clicky (not necessarily TDS-like, maybe for the RUNwall textures)
By the way, the redfox server went down due to paiment issues and we're trying to get the SMesh Brothers stuff back onto our little server. Skyboxes aren't that complicated to make (although you can do some crazy stuff if you know how... well, I don't), anyway they're not a problem for expanding the map itself. There is no problem with making the maps bigger while providing attractive gameplay...things. I just think it's secondary.
ascottk on 16/7/2009 at 01:27
Maybe this could be useful (someone posted about this on the dark mod forums):
(
http://3dsee.net/Main.aspx)
Quote:
By uploading a set of images to our server we will automatically reconstruct a photo-realistic 3D model for you, returning it as a greyscale bump-map.
Renzatic on 16/7/2009 at 01:45
Working on it now, Beleg. Already got the basic tiling down, now I've just gotta do some painting and evening out.
Edit: Finished.
Inline Image:
http://users.chartertn.net/greymatt/rock_wall.jpgIt's a cool texture. Well shot source and everything. Didn't even have to screw with the levels or sharpen it up. The only downside...the rocks are too big and colorful, and make for very obvious patterns. I'll either have to edit out the brighter colored bricks (that white one near the center is the worst offender) or make it rectangular.
That 3DSee thing, I saw it the other day and thought it looked pretty cool. Only downside is I've registered twice and still have yet to get a confirmation email.
Beleg Cúthalion on 16/7/2009 at 07:10
Of course you can alter the colors, especially if we want to use any of them or the MB ones for the TDS realistic mod. Luckily his camera has a mode of multiple shots with slightly different exposure times so he can do them like normal photos but has enough material for some subtle HDR effects (they're good for even lighting I hear). We'll see what else we can find, otherwise I'm over at the Cradle.
PS: Speaking of textures, I'd really vote for providing an installer like JohnP's. This gives less MB at once (because the altered maps will be big already) and also the possibility to look at the original TDS with new textures.
ascottk on 16/7/2009 at 16:30
Quote Posted by Renzatic
It's a cool texture. Well shot source and everything. Didn't even have to screw with the levels or sharpen it up. The only downside...the rocks are too big and colorful, and make for very obvious patterns. I'll either have to edit out the brighter colored bricks (that white one near the center is the worst offender) or make it rectangular.
That 3DSee thing, I saw it the other day and thought it looked pretty cool. Only downside is I've registered twice and still have yet to get a confirmation email.
Try the hue/saturation tool. That way you alter the any color channel & lessen the saturation or change the hue on that channel. The biggest offender of sticking out is the orange rock on the left even after hue changing or less saturation since that rock is at more of an angle than the others.
Quote Posted by Beleg Cúthalion
Of course you can alter the colors, especially if we want to use any of them or the MB ones for the TDS realistic mod. Luckily his camera has a mode of multiple shots with slightly different exposure times so he can do them like normal photos but has enough material for some subtle HDR effects (they're good for even lighting I hear). We'll see what else we can find, otherwise I'm over at the Cradle.
PS: Speaking of textures, I'd really vote for providing an installer like JohnP's. This gives less MB at once (because the altered maps will be big already) and also the possibility to look at the original TDS with new textures.
I have patching and installing experience so we can have a similar installer.
Child Of Karras on 16/7/2009 at 19:08
Well, Beleg and I came back from a short texture safari some hours ago. From now on all our photos can be found here:
(
http://jayb.ath.cx/Eidos/TDS%20Gold/?C=M;O=A)
Bookmark this page and check from time to time. There might be some updates. ;)
Thirith on 20/7/2009 at 08:49
Out of interest, wouldn't photorealistic textures stick out too much, giving a touch of Uncanny Valley to the graphics? After all, it's unlikely the rest of the engine can produce anything near photorealism, so an element of stylisation would actually benefit the graphics.
Then again, I'm not a modder nor am I in any other way involved in this project, so feel free to disregard what I just said. :D
Edit: My apologies for bringing something up that has already been discussed. <:-)
Beleg Cúthalion on 20/7/2009 at 11:16
I think the "rest of what the engine can produce" doesn't look bad at all. Practically this would be only shadows (which look sharp of course but could be worse) and emitters (which aren't bad either I guess), maybe the fog which has the disadvantage of being applied to surfaces only and not to the general view but that's a matter of mission design. So if we manage to get some decent textures it shouldn't look bad because of the rest.
PS: Can we start a thread where we can report things that have to be changed from vanilla TDS? I got at least one script in the Cradle which only fires upon map load and since we have the combined levels there is not such a trigger anymore. I'd also suggest someone (ascottk?) to finally get such a vanilla setup so we can collect things at someone's PC and see if it works there (especially with respect to texture alignment after each building process, use of altered (but original) stuff from the GameSys et cetera.
PPS: Memo to myself:
HHSecretDoorFrobbable --> CONDITION changed to "When goal [obj_FindAndBurnClothes] changes from [kGS_Hidden] to [kGS_Pending] (before: When map starts, arriving... and Query if goal [] is [kGS_Pending])
BloodstainFrobbable --> CONDITION changed to "When goal [obj_FindSerumAndCleanBlood] changes from [kGS_Hidden] to [kGS_Pending] (before: When map starts, arriving... and Query if goal [] is [kGS_Pending])
ascottk on 20/7/2009 at 16:00
Quote Posted by Beleg Cúthalion
PS: Can we start a thread where we can report things that have to be changed from vanilla TDS? I got at least one script in the Cradle which only fires upon map load and since we have the combined levels there is not such a trigger anymore. I'd also suggest someone (ascottk?) to finally get such a vanilla setup so we can collect things at someone's PC and see if it works there (especially with respect to texture alignment after each building process, use of altered (but original) stuff from the GameSys et cetera.
I'm probably not the best candidate since I'm raiding someone else's wifi connection. But we could have that thread where ppl post their scripts & .uc exports.
What would be nice is to have a server with SVN . . .