Nameless Voice on 16/11/2013 at 17:29
I wrote an OpenGL texture comparison tool.
You give it two paths (configured in the .ini file): one to the fam folder containing replacement textures, and one to the fam folder containing the originals.
It should be able to read pretty much any image format, and understands .mtl files (only the terrain_scale and tile_factor properties.)
It lets you pick textures to compare from a list and crossfades between the two.
Edit: Updated to add some sanity checks (new/old texture dimensions match and are powers of 2)
Inline Image:
http://i.imgur.com/gwhx8vT.jpg
Nameless Voice on 17/11/2013 at 14:48
Updated the texture comparison tool to add some sanity checking (old and new texture dimensions should match, and be powers of 2.)
MaxED, why do you keep linking images at 805x805? I can't steal those. :(
Also, why are there these strange purple books in rescor_1\books01a and rescor_1\books1b?
Inline Image:
http://i.imgur.com/XT1eKMM.jpgInline Image:
http://i.imgur.com/caNasi6.jpg
Nameless Voice on 17/11/2013 at 18:44
That brings us up to 50% on Dungeon.
Nameless Voice on 18/11/2013 at 22:42
core_2\wdplanks is not seamless.
Inline Image:
http://i.imgur.com/xpsziyv.pngAnd it's not just the vertical edges of the image - there are visible seams in the middle of the image too.
Nameless Voice on 19/11/2013 at 10:09
Quote Posted by Necrobob
Core_2/Parkay64
terrain_scale 128
Surely you mean:
terrain_scale 64
tile_factor 2
We should always use tile_factor instead of a mismatched terrain_scale, because tile_factor works on objects with texture replacement props.
I'll check that album for updates.
LarryG on 19/11/2013 at 12:26
Re. Core_2/Parkay64.
Do we know where that is used? My expectation is that a parquet floor is a highly polished wood flooring used only in the best of homes. In game, the 64x64 scale of the texture tends to blur, making it look more polished. This looks very rough, poorly installed, and not maintained. Is that appropriate to usage?