Nameless Voice on 4/1/2014 at 02:14
Quote Posted by C-BEAM
pceilm
This seems to be 587x587.
C-BEAM on 4/1/2014 at 10:33
you forgot to replace these:
core_2 \ brnstn2s
core_1 \ cragston
Wille on 4/1/2014 at 11:07
Excellent work again C-BEAM. The metal hammer is missing the top and right side though.
I uploaded some color edited T1 core\ textures to your (
http://nameless.zanity.net/epterrain/upload) upload site NV.
Necrobob on 4/1/2014 at 11:11
Quote Posted by Nameless Voice
There's also a couple of missing textures from the Core families, and those families are generally heavily used throughout the game; for example, core_3\grst6128
Inline Image:
http://imgur.com/KzydzKZ.jpgGetting a replacement for that one would be extra very handy, since it'd mean we'd get bonus replacements for blubrik1 and the various stnwal textures, as the Thief 2 versions of those are all based on grst6128. I made the old replacements for those from the LGS original grst6128.
I'm in the midst of making various windows, including higher res versions of the "standard" windows, with some extra bells and whistles such as alpha masked enviroment maps and (nice-looking, non-overbrightened) glow maps. A screenshot from my proof of concept testing with the old 256px windows:
(
http://s64.photobucket.com/user/DasMustardman/media/Winglows_zpsb8202438.jpg.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/Winglows_zpsb8202438.jpgSame texture, different lighting conditions. It always kind of annoyed me when mappers put a lit window texture in total darkness; well, no more! The glow in the dark effect is still gonna be as subtle as in the test screenie, to keep the fact that the window doesn't cast light from looking weird. I imagine there being weak candlelight, or a distant torch on the other side.
Anyway, enough rambling, more textures:
city/win326l
(
http://s64.photobucket.com/user/DasMustardman/media/City/win326l_zps63f28abf.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/City/win326l_zps63f28abf.pngterrain_scale 128
core_2/woodblt
(
http://s64.photobucket.com/user/DasMustardman/media/Core/woodblt_zps2aad1f18.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/Core/woodblt_zps2aad1f18.pngterrain_scale 64
tile_factor 2
artdout/subgold (fugly colors, but needs must :eww: )
(
http://s64.photobucket.com/user/DasMustardman/media/Artdout/Subgold_zps45145caa.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/Artdout/Subgold_zps45145caa.pngterrain_scale 128
artdout/subgreen
(
http://s64.photobucket.com/user/DasMustardman/media/Artdout/subgreen_zps72a93702.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/Artdout/subgreen_zps72a93702.pngterrain_scale 64
artdout/subgr2a
(
http://s64.photobucket.com/user/DasMustardman/media/Artdout/subgr2a_zps48090d40.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/Artdout/subgr2a_zps48090d40.pngterrain_scale 64
tile_factor 2
artdout/subgr3a
(
http://s64.photobucket.com/user/DasMustardman/media/Artdout/subgr3a_zps3c55854d.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/Artdout/subgr3a_zps3c55854d.pngterrain_scale 64
artdout/subgr4a
(
http://s64.photobucket.com/user/DasMustardman/media/Artdout/subgr4a_zpsa78a4955.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/Artdout/subgr4a_zpsa78a4955.pngterrain_scale 64
And finally, a tweak on city/rustgir6 that lessens repeating without having to needlessly eat resources by increasing area.
(
http://s64.photobucket.com/user/DasMustardman/media/City/rustgir6_zps58378b8f.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/City/rustgir6_zps58378b8f.png
C-BEAM on 4/1/2014 at 12:07
can I post my rustgir/subgr/gold textures too ?
voodoo47 on 4/1/2014 at 12:17
of course, the more the merrier.
Nameless Voice on 4/1/2014 at 14:43
This should be 128x128, not 64x64. Sizing textures
down doesn't really work, since I can't use tile_factor for them - if anyone used them as a replacement texture for an object, the scale factor would be wrong.
Added.
Quote Posted by C-BEAM
you forgot to replace these:
core_2 \ brnstn2s
core_1 \ cragston
Mmmm, I didn't forget, they're in my pending queue because I have multiple versions of these textures (and of core\ftile5), and need to decide which to choose.