Nameless Voice on 4/2/2014 at 11:46
Catacomb textures? Excellent!
Captures the shape of the original perfectly. I assume you had to draw it all by hand?
Necrobob on 4/2/2014 at 12:17
I work mainly with photo sources I've taken myself, and this one is no exception. The hourglass and general stone texture came from a local cemetary. The wings were provided by Wikimedia commons. The indentation I did by hand, and was surprisingly a PITA to get right.
Embossed party coming right up!
Inline Image:
http://imageshack.com/a/img198/9905/tuci.pngterrain_scale 128 64
Revae on 4/2/2014 at 22:44
Sup fellas.
Didn't feel like this was worth starting my own thread about just yet, and I saw an issue similar to mine early in this thread, but didn't see the answer.
I just started my own (mostly) canon texture pack, and was curious how to get my textures color to match the originals in-game. In photoshop they have the same color tone and all, but in game they're a little off.
Is there a convenient way to match them in a .mtl file or anything short of changing them in photoshop?
Picture related. In vanilla the bricks are more yellowish, the carpet more orange etc...
Inline Image:
http://woodencyb.org/images/dump021.png
Nameless Voice on 4/2/2014 at 23:57
Original texture families use the palette in the image "full.pcx", regardless of the actual palette used in the texture itself.
To see what an original texture will look like in-game, you need to extract the palette from full.pcx and apply it to the original texture itself.
voodoo47 on 5/2/2014 at 00:12
Quote Posted by Revae
I just started my own (mostly) canon texture pack
unless you have something VERY specific in mind, contributing textures to EP2 would be much more preferable, especially if you want to do canon. having multiple hd packs/hd mods which are incompatible with each other is not the best way of allocating resources.
Yandros on 5/2/2014 at 00:29
Quote Posted by voodoo47
unless you have something VERY specific in mind, contributing textures to EP2 would be much more preferable, especially if you want to do canon. having multiple hd packs/hd mods which are incompatible with each other is not the best way of allocating resources.
+1
LarryG on 5/2/2014 at 00:38
Quote Posted by Yandros
+1
+2
Revae on 5/2/2014 at 00:45
Quote Posted by Nameless Voice
Original texture families use the palette in the image "full.pcx", regardless of the actual palette used in the texture itself.
To see what an original texture will look like in-game, you need to extract the palette from full.pcx and apply it to the original texture itself.
So if I were to use my textures in an FM that used a custom palette they wouldn't match then (if such an FM exists)? If all I'm doing is changing my textures in photoshop to match color and not changing their palette in-engine... Just wanted to make sure I was doing it cleanly.
Thanks! Guess I'll get on that.
Revae on 5/2/2014 at 00:56
Quote Posted by voodoo47
unless you have something VERY specific in mind, contributing textures to EP2 would be much more preferable, especially if you want to do canon. having multiple hd packs/hd mods which are incompatible with each other is not the best way of allocating resources.
The thing is, the textures in this thread are all much higher res than mine, and nearly all of them are heavily photosourced. Not a bad thing of course (and many of them are downright beautiful), but mine are handpainted for the most part, and I'd like to keep the consistency I have going.
It's also canon in a slightly different way. For instance, B21 in this pack is using the original source, where mine is painted to resemble thief lore, while attempting to keep the original color tones to some extent.
Inline Image:
http://woodencyb.org/images/ViTaraq.png
Nameless Voice on 5/2/2014 at 01:50
That does have a very hand-painted, almost cartoon style to it.
I'm interested in the Bafford carpets, though.
Even if they look too sharp and painted, some overlays or noise could help make them look photorealistic.