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Thread: Canon texture packs?

  1. #526
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Soul Tear View Post
    Rwall01


    Rwall02
    This texture is really great

    I´ve used it too for the HD Mod!


  2. #527
    Member
    Registered: Nov 2003
    Location: Downstairs
    Quote Originally Posted by Beleg Cúthalion View Post
    I wonder if the skulls shouldn't be more dense like if actually stacked on top of each other and then grouted. Something like this maybe.
    Quote Originally Posted by Judith View Post
    And about the skulls, this is actually pretty difficult to make, if you want it to look good. Almost each skull has different lightning and shadows on it right now, while they all should have the same (possibly flat) lightning. I guess the best way would be to model the skulls and bake them onto texture with default scene lightning. Still, this would be awfully time-consuming.
    I tried to be fairly faithful to the original texture, so the skull placement is pretty much the same. I looked at pictures of catacombs like the one you posted, but the original 'skulwal' doesn't really look like that. Not really sure where it's used or what it's supposed to be. The texture I posted was already my second try at it, and I don't have time to start again, so I'll just leave the version I made here. Might make some slight alterations later, though.

    In the meantime, I made this:

    from this (bafford/btila.pcx):


    Not sure about the colors, though.

  3. #528
    Member
    Registered: Mar 2001
    Location: Ireland
    Hey, the sneakily-edited skull wall which I almost missed is a jpg, I can't steal that!

    Those Bafford tiles have a very different "white" colour than the originals, though I'm not so sure if that's a bad thing considering how much the original looks like it was butchered by palette reduction. I'd have to compare them in-game.

  4. #529
    Member
    Registered: Nov 2003
    Location: Downstairs
    Quote Originally Posted by Nameless Voice View Post
    Hey, the sneakily-edited skull wall which I almost missed is a jpg, I can't steal that!

    Those Bafford tiles have a very different "white" colour than the originals, though I'm not so sure if that's a bad thing considering how much the original looks like it was butchered by palette reduction. I'd have to compare them in-game.
    I tweaked the tile color a bit.
    They're here in higher res .png-form:
    http://tinypic.com/r/2woh9mw/6

    http://tinypic.com/r/213mdd5/6

  5. #530
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    Has no one ever made a higher poly burrick? The original model sticks out like a sore thumb.

  6. #531
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland


    CHURCH/HAMMER2 (128x128 version)



    512x512 PNG

    Still a work in progress. I've omitted the large (what I presume to be) knot from the top right hammer head.
    The original is 64x64, and I imagine the knot was added to enhance the overall wood effect at a small scale.
    Should it still have the knot?
    The grain on the hammer follows the back panel, as in the original, for a Bas relief effect.
    It isn't knock yer eye out Hi-Res, I went for a more worn look. It tiles a bit better too. Too blurry perhaps?
    Last edited by Purgator; 17th Jan 2013 at 18:38. Reason: I meant right hammer head, not left. Don't know me arse from me elbow.

  7. #532
    Member
    Registered: Mar 2001
    Location: Ireland
    Troutpack: the colours in the Bafford tile look much better now. I'm not sure about the sharp, crisp nature of the texture, though. Thief 1's style was rough and dirty - the clean and sharp edges of the new tile look more like something from Thief 2.

    Purgator: I think the wood needs to look more eroded. Otherwise it looks good.

  8. #533
    Member
    Registered: Oct 2008
    Location: Finland
    Quote Originally Posted by Gecko View Post
    This texture is really great

    I´ve used it too for the HD Mod!


    That's looks great!
    Now we just need someone to replace those edgy brushes with more smoothly shapes! ...wait

  9. #534
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by Judith View Post
    A bit better, those stalks or branches at the upper edge will probably stand out if the texture is tiled. Also, isn't it a bit too dark? Textures shouldn't have pitch black or full white areas, it won't look good in-game, where the engine takes user brightness settings into account, as well as lightning in the map itself. Do you have a Levels range you stick to?
    I don't see black or white areas here. But this is not best textures in any way.

    <a href="http://imgur.com/hF4er"><img src="http://i.imgur.com/hF4er.jpg" title="Hosted by imgur.com" alt="" /></a>

  10. #535
    Judith
    Guest
    You can't assume that based solely on your observations. People have different monitors, gamma settings in their OS, brightness in-game etc. You got to rely on numbers (and graphs) for that:



    And as you see this doesn't look very good, the leftmost part is cut, meaning it contains black areas without any details.

  11. #536
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Apparently I better go back to FM, this is very difficult for me.
    I just added brightness and changed colors for a moss.



  12. #537
    Judith
    Guest
    Hey, it's not that hard, and I assure you, it will be useful to you later Btw. increasing brightness won't do any good here. Unlike digital negatives, once you destroy some information in the image, it's done. It's either using Undo history or you have to go back to your original image, where all the data are intact and within Histogram range.

  13. #538
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    What he said. If you can do FMs, you can do textures. There's a bit to learn, and it all seems weird at first, but like anything, it's all pretty simple once you get used to it.

    If you're up for spending a bit of money, this one tutorial is directly responsible for how I do things these days. That big tutorial I wrote here awhile back is basically a slight reiteration of what's in here.

  14. #539
    Member
    Registered: Nov 2003
    Location: Downstairs
    Quote Originally Posted by Nameless Voice View Post
    Troutpack: the colours in the Bafford tile look much better now. I'm not sure about the sharp, crisp nature of the texture, though. Thief 1's style was rough and dirty - the clean and sharp edges of the new tile look more like something from Thief 2.
    Here's a grittier reboot of the tile. Rougher edges, has a bit of grime on top and more closely follows the color and shading of the original.


    Full size here:
    http://tinypic.com/r/358njv7/6

  15. #540
    Member
    Registered: Mar 2001
    Location: Ireland
    Awesome. Adding that one to the library right away.

  16. #541
    Member
    Registered: Mar 2001
    Location: Helsinki, Finland
    Here's 2x2 version of wetbrick in 512x512:




    I also made core_1/cavrgh5 in both 512x512 and 1024x1024:



    1024x1024
    http://personal.inet.fi/peli/romut/thief/cavrgh5.png
    Last edited by Wille; 18th Jan 2013 at 17:34.

  17. #542
    Member
    Registered: Mar 2001
    Location: Ireland
    Could you post some comparison screenshots of the cave textures in-game?

  18. #543
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    Great to see this thread rockin' and some new folks chipping in.

  19. #544
    Member
    Registered: Mar 2001
    Location: Helsinki, Finland
    Quote Originally Posted by Nameless Voice View Post
    Could you post some comparison screenshots of the cave textures in-game?
    No screens to show at the moment but the 1024x1024 variant looks too bland in game. When used with terrain scale of 256 it looks decent if somewhat blurry.

  20. #545
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Quote Originally Posted by Troutpack View Post
    Here's a grittier reboot of the tile. Rougher edges, has a bit of grime on top and more closely follows the color and shading of the original.
    Looks better, but still not quite right. The original looks more rough and pitted along the edges. Yours still looks too clean in comparison.

  21. #546
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    Another attempt at HAMMER2.


  22. #547
    Member
    Registered: Mar 2001
    Location: Ireland
    Looks great to me!

  23. #548
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    Cool, thanks NV. I'll have a bash at a few others in the CHURCH family and see how they go.

  24. #549
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    Here's some TEMPLE stuff:



    The backgrounds of the rose windows are blank because, well, it's inevitable that someone creates a better STONEBB than I did. The same goes for any other texture of mine, by the way; if you look at a texture and think "that bit there looks cool, shame about the rest of it", feel free to cut and paste it into better surroundings.

    By the way, looking at the pack site, I'm questioning the wisdom of using my Thief 2 replacements in the Thief 1/Gold core family, since they often have slightly different proportions and sometimes even look completely different. Should probably look into making some actual T1/G versions.

  25. #550
    Member
    Registered: Mar 2001
    Location: Ireland
    Awesome work as always, Bob.

    I'm not quite sure what to do with those rose textures. I can't really throw them in there until they're finished, or else I might forget and ship with them!

    As for using your textures for T1 - I need to look through all of the textures from your package again. Some of them are too different from the originals. Generally speaking, the T2 versions often work in place of the T1 textures, but not always.

    I had written a list of textures the textures in that pack that needed to be looked into, and maybe opted out of, but I never got back to it to check each of the items on that list in more detail.

    A random example of one that looks totally different: http://nameless.zanity.net/epterrain...xture=cavedirt

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