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Thread: Esse's Custom Texture Repository For FMs

  1. #51
    The best ones yet, thank you.

  2. #52
    Member
    Registered: Feb 2021
    Thank you, RippedPhreak. I hope you find good use for them. The work you did in Reverse Robbery with some of my painting textures was wonderful.

    The preview for the newest Ancient Reliefs pack is now up! https://i.imgur.com/jshhgnN.png

  3. #53
    Member
    Registered: Feb 2021
    Some more ancient-looking textures are in the works. Is there anything anyone wants to see? I can't promise anything because some textures are more difficult than others to make, but I'm open to suggestions.

  4. #54
    Member
    Registered: Feb 2021
    Giving this a little bump. It's not a dead topic, but I've been really busy.

  5. #55
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    Quote Originally Posted by Esse View Post
    Giving this a little bump. It's not a dead topic, but I've been really busy.
    Oh wow, first I've seen of this thread, so thanks for updating it in the feed..

    I recognize a few of them from some FMs I've played recently. Great job; I really need to dig through them and check them out properly, but from what I've seen from the 'preview' collage they look amazing. Nice job.

  6. #56
    Member
    Registered: Feb 2021
    Quote Originally Posted by Hit Deity View Post
    Oh wow, first I've seen of this thread, so thanks for updating it in the feed..

    I recognize a few of them from some FMs I've played recently. Great job; I really need to dig through them and check them out properly, but from what I've seen from the 'preview' collage they look amazing. Nice job.
    Thank you! I'm glad that they're turning out well!

    If you could give me the names of the FMs that you've seen them in, that would be fantastic to know. Not only would it help give a boost to the FMs they were used in, I enjoy finding new things to play and challenge me!

  7. #57
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    All I can say is, I will try.. I've only played a dozen different ones recently, so maybe it won't be too hard to remember them..

  8. #58
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by skacky View Post
    512x1024 for paintings/objects is way overkill. I can't think of any reason why you would ever want that. Just because NewDark allows for high-res textures doesn't mean you have to go all the way with 1K textures, that's the best way to make the engine slow down to a crawl.
    I'd disagree with this.

    Anything which might be large enough to take up the whole screen has reason to be 1024x1024, as does anything where you want to have different variations to make the repeats less obvious.

    I even went up to 2048x2048 in a few select cases for the EP, such as the huge Hammerite cathedral window textures. Even that's still only half of a 4K screen.

  9. #59
    Member
    Registered: Feb 2021
    **NEW: PAGAN CHILD RECOLOURS PACK - DAUGHTERS

    A 1.20 MB file that has twelve recolours for the PagChi01.GIF texture, which is of the little Pagan girl model from T2's Trail of Blood. These files are for female Pagan children, but I suppose you could use them for androgynous figures or long-haired boys. This project is being redone after the files were lost, and I have to mess with the scale of the male Pagan model to make it fit a child texture, so male children will be in a separate pack.

    Preview Image: https://i.imgur.com/UsISslQ.png

    Full .ZIP Archive For Pagan Child Recolours Pack - Daughters: https://www.mediafire.com/file/bo12r...hters.zip/file
    Another Pagan recolours pack up! I think the dark-skinned textures might be a little shaky on this one. If you have any critique on them, it's appreciated, as I hope to make the skin tones of my recolours as realistic as I can.
    Last edited by Esse; 18th Jan 2023 at 18:47.

  10. #60
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    They look great to me, but I've only browsed the "raw" pics.. I haven't stuck them into a gameworld yet; might test that tomorrow. Well, more likely this weekend, if time permits. Great job.

  11. #61
    Member
    Registered: Feb 2021
    The preview image for the Pagan girl-child recolours is up! https://i.imgur.com/UsISslQ.png

  12. #62
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by Nameless Voice View Post
    I'd disagree with this.

    Anything which might be large enough to take up the whole screen has reason to be 1024x1024, as does anything where you want to have different variations to make the repeats less obvious.

    I even went up to 2048x2048 in a few select cases for the EP, such as the huge Hammerite cathedral window textures. Even that's still only half of a 4K screen.
    I completely agree. This is especially true for paintings. Paintings are Art, they must convey emotions. If you can't see faces, then why are you hanging them on the walls at all? I like to look at pictures, read signs, so they must be clear and hi-res.

  13. #63
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    Quote Originally Posted by Soul Tear View Post
    I completely agree. This is especially true for paintings. Paintings are Art, they must convey emotions. If you can't see faces, then why are you hanging them on the walls at all? I like to look at pictures, read signs, so they must be clear and hi-res.
    Um, there is a lot of art that isn't clear. Impressionism is a big style/genre that comes to mind. Not all art is in sharp focus.

  14. #64
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Larger res is fine if it's something that's meant to be large, Iike the aforementioned cathedral windows. Making all the textures overly hi-res both looks incongruous with the low-poly brushwork, and starts causing framerate issues. I'd much rather have a mission with 256x256 textures and a good framerate than ultra-crisp textures and 15fps.

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