LarryG on 28/10/2013 at 20:46
Sorry. I didn't intend to derail the thread down the rat hole of seeing through keyholes. I just had a brain fart and thought I remembered something. I was wrong.
Vae on 28/10/2013 at 21:12
Let that be a lesson to you!...:joke:
Larry, you have nothing to apologize for...and I personally would like to thank you for everything you do here at TTLG.
Quote Posted by Necrobob
Anyway, you've been doing some truly drool-worthy work lately, leagues better than some of the first things you posted. I personally can't really think of anything to criticize about on the latest bunch of replacements, so I'd say we're in safe hands. :thumb:
Indeed...It feels great to see this project reinvigorated...Just think how beautiful everything will be when it's done! Thanks to all you guys for such fantastic work!
...Let's keep our eyes on the prize...:thumb:
Nameless Voice on 1/11/2013 at 13:26
Nice work as always.
I like that you're doing the Lost City textures.
One thing to bear in mind is that a lot of the T1 texture families had more textures in T1, which they dropped from the T2 versions since they were not used in T2.
We need to make sure we don't overlook those, especially since the T1 texture families are generally far more in need of upgrading than the T2 ones.
I'd almost say it would be worth trying to focus on T1 textures for a while, since I feel a 32x32 or 64x64 texture needs reworking far more than a 256x256 texture that is used to cover the same amount of space.
MaxED on 1/11/2013 at 14:37
I see at least 2 problems with T1 textures:
1. Some of them are used as different types of surface in different places (as an example, Hewn3 is used as a stone texture in many places, but also as a tree bark in some other places), so hires replacements of those would look strange in some cases.
2. There are lots of cases when the same texture is used on ceiling, walls and floor, so, yet again, hires replacements of those textures would look properly only when seen on floor, or wall, or ceiling.
A proper solution would be to create different textures for such cases and change the maps accordingly, but that will require a metric ton of work and testing...
LarryG on 1/11/2013 at 23:29
Yeah. That's getting into the realm of a complete mission upgrade. "As long as you're doing that you might as well fix X since you are changing the map anyway ... " I think it is definitely out of scope for this effort.
I do wonder whether there is a way to creatively make a high res texture which still works for those multiple uses. The issue will always be identifying all the places that those textures are used. That's really the hard part (other than making the new textures, of course). NewDark doesn't have anything to help id brushes using a texture does it?
Xorak on 1/11/2013 at 23:47
What about Highlight: by texture.
Pop in the texture number and there you go.
LarryG on 2/11/2013 at 01:24
Doesn't each mission have different texture numbers for its textures? And I don't know any easy way to map the textures to the texture numbers. Is there a command which will list the textures by id? I don't know of one. And without that, you have to find the texture first before you can find other instances. :p
Xorak on 2/11/2013 at 02:45
In the NewDark texture menu you can view and sort the textures by texture index simply by using the View and Sort By options when right-clicking. There's also a 'highlight brushes using' option right there in the dialogue box too (just noticed it for the first time :thumb:).
Something useful I'm thinking of would be a way to tab through only highlighted brushes.