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Thread: Deep Cover Textures Usefulized

  1. #1

    Deep Cover Textures Usefulized

    I've been tweaking the Deep Cover textures - separating prefabs into more useful parts, fixing tiling issues, and reducing glare/shadows. They should now be sufficient to build a detailed level without using any other texture families. Use for modern levels.

    LATEST VERSION - v0.3
    https://www.mediafire.com/file/i5oic...d+v0.3.7z/file

    SCREENSHOTS
    https://www.mediafire.com/view/59i59...20r/1.png/file
    https://www.mediafire.com/view/jsabc...d2a/2.png/file
    https://www.mediafire.com/view/z9yj2...zn4/3.png/file
    Last edited by Hanover Aldercash; 12th Dec 2024 at 21:39.

  2. #2
    v0.2
    - (Re)did a few shadow/glare removals + tweaks
    - Lit versions of appropriate windows
    - A few more modified family textures - probably got everything worth getting this time
    - New "misc" family: object textures adapted for brushes - experimental, WIP
    - A few tweaked/translated object textures

    I've grown to like these textures, so I've been working on them more than I planned. Some thought obviously went into color/style consistency - textures from different families often work well together, even when spliced up like this. The result can be as colorful as a Thief level, though much less worn and natural.
    Last edited by Hanover Aldercash; 19th Aug 2024 at 21:33.

  3. #3
    v0.3
    - Reassessed usefulness of some prefabs
    - Clean versions of rusty metal textures, matching blue-green metal elsewhere
    - Several small tweaks. Finally satisfied with all shadow removals
    - Many new/polished "misc" textures
    - 4 plaques in DC style

    If anyone's using these, be warned I will be rearranging/renaming them prior to a "final release".
    Last edited by Hanover Aldercash; 12th Oct 2024 at 00:17.

  4. #4
    That is very interesting, thanks!

  5. #5
    Good to hear. Let me know if you have any issues or requests.

  6. #6
    The restaurant texture is doubled for some reason

  7. #7
    That's the old model, which had bad UV mapping, and for some reason required the texture to be chopped in half. The new texture goes with the new model, restsign-1.bin, which is a reskin of the pharmacy sign.

  8. #8
    Thanks for the explanation!

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