Hlaaleluja!
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03-28-2007, 11:37 AM,
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Looking good.
![]() Will there be the large Hlaalu rooms as well? I can't imagine Hlaalu architecture without at least some large rooms (for manors, guildhalls, and other important places). |
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03-29-2007, 12:28 AM,
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Quote:Originally posted by TheImperialDragon Thanks ![]() I don't know. Weren't all large Hlaalu rooms in TES3 constructed with the tileset?
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My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth ![]() |
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03-29-2007, 01:26 AM,
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Quote:Originally posted by Razorwing Not with the basic pieces, no. |
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03-29-2007, 01:32 AM,
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Quote:Originally posted by TheImperialDragon Ok. Hmm... hmm hmm... I must have overlooked another set of Hlaalu architecture in TES3 then. I thought it was just Room, Hallway, Hall, and HallT (with Hallway being dupes of the Hall category) but then again I didn't scour the folders since I assumed that was all there was. I'll look it up and tag it onto my to-do-list.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth ![]() |
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03-29-2007, 08:02 AM,
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TheImperialDragon: Aaaah. You meant that kind of large rooms! I thought you meant large singlepiece rooms, like the Redoran or Velothi ones (in TES3). Yes, I think I will do the large-scale rooms and hallways, but I think I will finalize & playtest the small set first so that modding can get underway.
black[/hr] I had a productive day with the Hlaalu interior tileset today. The Hall system now has: 2way, 2wayHalf, 3way, 4way, corner, end, rail, ramp & stairs. Screenshot #8 Here you see a small network of "Hall 4way" pieces with alcoves. For a wine cellar maybe? Screenshot #9 Close-up shot of the little "Hall 4way" network. Screenshot #10 Here I tried to capture both the stairs (left) and ramp (right) in the same image. The old floor texture worked better for the stairs piece as it lended itself better to the vertex shading effect that makes the stairs look cool (though you don't see the effect very well in that screenshot). Screenshot #11 The "2wayHalf" piece is useful when you want to break up the monotony of long hallways. Screenshot #12 The "Hall Corner" piece. I admit, I took a shortcut with the ceiling. I'll try to add concentric square beams instead later on. Screenshot #13 A whacky 'funhouse' layout just for testing ![]() The only pieces left are the "Left Open Stairs" and "Right Open Stairs". The stairs piece I've already made was from the Hallway system (which I started doing and then realized most of them were dupes of the Hall system). The difference is the finished stairs are for a closed-off hallway, while the two open ones are meant to have other pieces next to it on both levels.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth ![]() |
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03-29-2007, 08:15 AM,
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Very nice indeed! :yes:
I like the variety.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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03-29-2007, 10:34 AM,
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It looks bit too much worn imho, like abandoned house from inside.
Killing imperial legion ppl since 2002 and still they keep coming.
Community idiot and modder. (Currently learning to model stuff and breathe) I can: - Use TES CS - Walk - Re-Texture - Yell really loud (I mean REALLY Loud!) |
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03-29-2007, 01:47 PM,
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cool.
the floor texture doesn't look too bad either. I was afraid it might not fit in too well. http://download.yousendit.com/C3F9FBC277DC11AF so I made a couple normals to try out. and there is a that stark bump map image that with a little bit of tweaking can be used for parallax map if you like. I have a feeling that hlaalufloor1_n will be the better of the 2 normals I made. ![]()
AM NOT A TEXTURER
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03-30-2007, 01:07 AM,
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Thanks sandor
![]() Donny: Do you mean it looks that way because of the wood texture I used? It is a bit worn I suppose. I borrowed it from the shack models, so it's supposed to look that way, but ideally I should find another one. It seemed the best choice out of the current selection though. Ghogiel: Great, thanks! I don't know why but either the parallax map is shallow, which I highly doubt, or it won't display. Could it be because it's so large? Because I've had that problem before, and I have a suspicion it's due to the size of the texture but I'm not sure. By comparison the cobblestone texture I used in RP displays fine and has a really deep parallax effect, and it's indeed 512x512 instead of 1024x1024. What's your thoughts on that? The normal map works really well though (image) Any chance I could convince you to make a specular map too? ![]() Edit 04:12 CET: I noticed there is a small tiling problem with the floor texture. It's not that you did anything wrong, it's that tileset pieces sometimes turn in an angle compared to the piece next to them. The floor texture needs to tile with itself on all four sides else there'll be imperfect transitions where they meet up. It took me a while to notice it, and I didn't want to mention it until I had ruled out a mapping problem (which it wasn't). Is there any chance you have the time to edit it?
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth ![]() |
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03-30-2007, 03:04 AM,
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Quote:Originally posted by Razorwing I don't know how to make a texture tile like that. I didn't know people actually made textures that tile like that lol. I just assumed, according to everything I've read so far on creating tiling textures, that what I have there is a tiling texture ![]() ![]() ![]() the parallax map isn't implemented. if you notice the alpha layer on the diffuse map is empty. in that .rar there should be a stark black and white image that, if you wanted, could be used to create a parallax map. With some minor editing. I have never heard mention of any size limitations with them. perhaps there is. but 1024 isn't hat big really. A specular map should be in the normal maps alpha....err no...poo, I forgot that. ![]() hmmm, just doing some researching on where to roughly put a spec maps brightness, like all the stone architecture normals in my data folder don't have spec maps? whats that all about? anyway I'd use that as a spec map- http://download.yousendit.com/D5B9E19E2F907E0D I am only guessing though. I have nothing to guide me on whats best for this particular map.
AM NOT A TEXTURER
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