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Thread: Canon texture packs?

  1. #1401
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    I have similar concerns here. These are very nice textures, but are they replacements for the originals? I don't think so.
    Quote Originally Posted by zappen View Post
    Well, it's a little bit late but regarding http://nameless.zanity.net/epterrain/index.php there still might be something to add:

    city/win5 (based on the new texture bluestn.png):







    city/win5l (based on the new texture bluestn.png):








    city/win51 (based on the new texture bluestn.png):







    city/win51l (based on the new texture bluestn.png):








    city/win52 (based on the new texture bluestn.png):







    city/win52l (based on the new texture bluestn.png):




  2. #1402
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    I'll have to agree with Larry here. Very nice, but a bit too different by EP standards.

    Meanwhile, I've adapted some of Revae's stuff.

    bafford/b04

    terrain scale 64
    tile factor 2

    bafford/b06

    terrain scale 64

    bafford/b22

    terrain scale 64 128
    tile-factor 2 1

    bafford/b24

    terrain scale 64 128
    tile-factor 2 1

    city/cfwinf01

    terrain scale 64 128
    include darkwindow material

    city/cfwinl01

    terrain scale 64 128

    rescore/wgrain01 & wgrain02

    terrain scale 64
    wgrain01: tile factor 2
    wgrain02: tile factor 4

  3. #1403
    Member
    Registered: Sep 2008
    Location: Deutschland/Germany

    /keeper

    2nd try for the keeper textures (posting above deleted):

    keeper/kwall03a (used the existing new kwall02a.png as background):








    keeper/kwall07a and keeper/kwall06a (used the existing new kwall02a.png as background, so this one can be combined with it):












    keeper/kwall11a (used the existing new kwall02a.png as background, so this one can be combined with it):




  4. #1404
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    Brilliant overall, except for the pixelated cobwebs.

  5. #1405
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Click image for larger version. 

Name:	CompareCityWin2.jpg 
Views:	8 
Size:	39.9 KB 
ID:	2119

    It may help rescaling the original and putting it side by side with your version to compare. As you can see the window ledge is not present in the original, the frame starts a little below the top of the texture, and the window is longer.

    Here you can see the proportions are wrong in places as well as the surface texture and shadowing / depth of the material.

    Click image for larger version. 

Name:	CompareRescoreOven2.jpg 
Views:	7 
Size:	30.7 KB 
ID:	2120
    Last edited by LarryG; 8th May 2015 at 10:36.

  6. #1406
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    One other thought to consider: the textures aren't always used full frame. Some times they are used for just a portion of the texture. IIRC a slice of oven2 is sometimes used in steps to visually provide a step ledge above an inset vertical. If you change where the ledge is in the frame, you can ruin that usage. It really is important to keep the proportions of the texture elements correct.

  7. #1407
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by zappen View Post
    This doesn't look right. I believe the original texture is based on a dry ground (lake bed/mud flat) texture.

  8. #1408
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Quote Originally Posted by zappen View Post
    Well, it's a little bit late but regarding http://nameless.zanity.net/epterrain/index.php there still might be something to add:

    city/win2:



    I believe the texture city/win2 is related to core/brnstn2s. They don't seem to match up exactly, but the extremely close style and color indicates that their differences are probably the result of palette conversion.


    Bonus, core/brnston2s is also related to core/rock1 but I don't think that relationship needs to be retained.



    Quote Originally Posted by zappen View Post
    city/win4 (based on the new textures stnwal3.png and win322.png):



    I think you'll find that city/win2 is related to core/blubrik1


    Here's an album of the Blubrik1 related textures.

    core\Blubrik1
    city\Clmn1
    city\Door2
    city\Dortop1
    ruined\RFirep03
    ruined\Rfirep3g
    ruined\Rwall11
    ruined\Rwall11a
    ruined\rwall11b
    city\win4

  9. #1409
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    How's this?
    Last edited by Necrobob; 9th May 2015 at 04:08.

  10. #1410
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    That looks nice, but I think the window needs a black border to make it look like it was made to fit the opening. Something like this, but nicer:

  11. #1411
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    Win2, now with borders and alpha mask. Include darkwindow.mtl


    Also, Revae's Bafford banners, adapted.
    banner08

    banner09

  12. #1412
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Great work. Lord Bafford would be pleased.

  13. #1413
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    Quote Originally Posted by Necrobob View Post
    Win2, now with borders and alpha mask. Include darkwindow.mtl


    Also, Revae's Bafford banners, adapted.
    banner08

    banner09
    Quote Originally Posted by R Soul View Post
    Great work. Lord Bafford would be pleased.
    Marvelous, ain't they? But just to be entirely clear, I only upsampled them and slapped some extra fabric and fold texture overlays over them.
    Last edited by Necrobob; 11th May 2015 at 12:32. Reason: @$€ end of page...

  14. #1414
    New Member
    Registered: Jan 2014

    Rad

    Hey, nice! It's good to see my stuff is going to get some use.

    Has there been any discussion on utilizing NewDarks environment mapping? I think it worked really well in many places in my pack. Also: What's been done for the water? Was thinking of batching out an upscaled version of mine maybe.

  15. #1415
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    We use enviroment mapping on unlit windows and a cube map on the water, but not much else. It's definitely an effect that can be overused, considering how innefficient the added render passes are. It's okay for stuff that are generally flat planes, such as windows and water (and outside of Thief, computer screens) but if more high poly geometry has two or three extra render passes performance gets real ugly real fast.
    But speaking of water, I for one don't particularily like the water effect we have in the EP right now, so I'd defintely welcome an alternative. Then, of course, it's up to consensus if it's gonna replace what we have now.

  16. #1416
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    I also use environment mapping on polished tabletops, paintings, copper dishes and different tiny details.

    Revae, I liked very much how this effect looks on your metal textures.

  17. #1417
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    WISE FWOM YOUW GWAVE!

    CivicBui/detail01 terrain_scale 256 128


    CivicBui/detai01a terrain_scale 128


    CivicBui/Detail02 terrain_scale 128 64


    Rescore & rescor_2/stain3 & stain3a terrain_scale 128 & terrain_scale 64 respectively


    Core_3/mstn4128 terrain_scale 128

    https://goo.gl/photos/Fy2y28N1s9JX9ZaG6 to make sure you get the full size version because Google has apparently decided Google Photo should be crappy

    Core & Core_2/wallcrud terrain_scale 64 tile_factor 2

    https://goo.gl/photos/CAMy47DzXWyyAd448

    More to come.

  18. #1418
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    TWAY COOL. TWAY, TWAY, TWAY.

  19. #1419
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Weally gweat.

  20. #1420
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Whanks.

  21. #1421
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    Powew UP!

    CivicBui/ODoor01a terrain_scale 256

    https://goo.gl/photos/NQabvxCdZQZvmsmx5

    Cave/cave1 terrain_scale 256

    https://goo.gl/photos/qYPBKK72oUXmxY2F7

  22. #1422
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Inasmuch as a texture called wallcrud can be beautiful, it is beautiful!

    It would be interesting to see a few missions entirely reskinned with all these textures. I bet a lot of them are close to complete / 90-95% replacement.

  23. #1423
    Member
    Registered: Apr 2006
    Location: France, Paris
    Finally a beautiful bathroom Centaur \o/
    Nice work !

  24. #1424
    Member
    Registered: Aug 2014
    Location: Poland
    Is there better version of feather.gif (for arrows)? "HD" ; )

  25. #1425
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    There is an updated version in the EP2, but it's only 32x16. I assume you'd like a larger version.

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