Nameless Voice on 7/1/2014 at 10:13
Indeed, I missed that one.
Also, please don't hotlink to images in that upload folder, as I move the images out of there once I add them to the main page, and the links will die. (Plus, that server is dead slow.)
LarryG on 7/1/2014 at 15:26
@Wille: The stucco on your version of ancient/stucvert looks semi-transparent. That's not right. You shouldn't be able to see the brick through the stucco.
[ATTACH=CONFIG]1864[/ATTACH]
Wille on 7/1/2014 at 15:33
You're right LarryG. I have uploaded new version of ancient/stucvert to your upload site NV.
FireMage on 7/1/2014 at 15:37
Indeed it's not really like the original, but Larry, don't forget that LGS as been forced to change some texture's color and details due to the size & colors restrictions.
I think that our artists are free to do some textures as they imagine it if they were made in HD, with different details or color which wasn't present in the original. ;)
LarryG on 7/1/2014 at 18:13
Stucco is never transparent. It is either on the wall or it fell off. But it is not see through.
Necrobob on 7/1/2014 at 23:34
Trying to work out some kinks with the glowing lit windows, might end up scrapping the idea altogether. So, here's a few of them in vanilla version. Terrain scales remain the same unless noted otherwise.
win323l
(
http://s64.photobucket.com/user/DasMustardman/media/City/win323l_zpsc1a4bda3.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/City/win323l_zpsc1a4bda3.pngwin 324
(
http://s64.photobucket.com/user/DasMustardman/media/City/win324_zps3eab9955.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/City/win324_zps3eab9955.pngwin324l
(
http://s64.photobucket.com/user/DasMustardman/media/City/win324l_zps0b61ff19.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/City/win324l_zps0b61ff19.pngwin325l
(
http://s64.photobucket.com/user/DasMustardman/media/City/win325l_zps1f23a517.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/City/win325l_zps1f23a517.pngwin325s
(
http://s64.photobucket.com/user/DasMustardman/media/City/win325s_zps981f80b0.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/City/win325s_zps981f80b0.pngterrain_scale 32 64, remove tile factor
The enviroment mapped dark windows are definitely go, though. Possible light or otherwise strange looking glass displayed here is because of the transparency, fyi.
win323
(
http://s64.photobucket.com/user/DasMustardman/media/City/win323_zps159e77d8.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/City/win323_zps159e77d8.pngwin325
(
http://s64.photobucket.com/user/DasMustardman/media/City/win325_zps13334b0e.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/City/win325_zps13334b0e.pngMaterial file example:
Code:
terrain_scale blahdiblah
tile_factor bluh bluh
force_opaque
edge_padding 0
render_pass
{
texture tex\envmaps\diagenv
alpha 0.5
shaded 1
blend SRC_ALPHA ONE
uv_source ENVIRONMENT
uv_mod SCALE 2 2
}
render_pass
{
texture $texture
shaded
}
My preferred window enviroment map, the aforementioned DiagEnv:
(
http://s64.photobucket.com/user/DasMustardman/media/City/diagenv_zps85b569f3.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/City/diagenv_zps85b569f3.pngCan be changed, of course. Windows with lighter base color on the window may need more intense alpha settings in the .mtl for the effect to be noticeable.
Known issues: fog is applied "twice" to enviroment maps and other special effects in distance, but it doesn't look all that intrusive in this particular context, since it only affects the transparent bits. Whatevermapped textures without alpha masking look
godawful in bright fog, though.
More in the pipeline.