Nameless Voice on 15/4/2011 at 01:01
Nice!
I think I need to put up some more original textures!
Kolya on 15/4/2011 at 09:05
Looking at her in the morning...I'll probably work some more on this one. I want to add limescale from water trickling down the wall.
Yandros on 15/4/2011 at 15:02
Fantastic work, Kolya.
Kolya on 15/4/2011 at 23:43
Thank you. While the previous texture was pretty I think it wasn't very close to the original. I wanted the stones to be flatter and the grooves straighter. More like 1800s sandstone than dark age natural stone. I think I'm done with this one now and will move on to bdemo1 if there are no objections.
(
http://i.imgur.com/LhM7W.jpg)
Yandros on 16/4/2011 at 03:56
Very nice! I agree that's closer and more in the spirit of the original. My only suggestion would be to make some of the defect features a little less pronounced. The curved scratch, orangeish areas, and the pattern of the light areas stand out noticeably when it's tiled:
Inline Image:
http://www.wearytaffer.com/temp/LhM7W.jpgIt still looks great and I'm not sure how much that effect can be minimized.... it's really difficult on tiled textures.
Kolya on 16/4/2011 at 09:19
Oh yeah, right I'll fix that. Good when someone else looks at it.
Nameless Voice on 16/4/2011 at 11:30
I was thinking, it should be possible to use a double-sized texture replacement with two distinct versions of the texture, so that the repeats would be less noticeable because it would only be the same texture every second repeat.
Kolya on 16/4/2011 at 14:01
I don't see how you could achieve that without touching up the mission files.
Nameless Voice on 16/4/2011 at 14:13
I do. I haven't tested it yet, but it should work just fine.
It's due to the way Dark handles textures. Normally, if you were to just replace a 64x64 terrain texture with a 128x128 texture, the texture surface area would be twice the size, instead of the same area having twice as many pixels. Our methods for replacing textures with high-res versions rely on having the engine treat the texture as if it was the old pixel size. By doubling the size of the texture it's replacing, the new replacement texture should cover twice the area.