Keeping a promise (of work)
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06-06-2006, 12:02 AM,
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Normal maps... Overview of Mapping Techniques
Look for the link to the tutorial I posted somewhere in that thread. |
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06-06-2006, 07:18 PM,
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Suspect that Razorwingy is so busy havin organisms that he just hasn't had time to reply yet. As soon as he gets his energy back I am sure he will :banana:
Umm, now what did we need them Dwemer stuff for again? PS incidentally, but not insignificantly, that will be good news for the Vvardenfell team too...
Because loyalty is not to be spoken of and honour is to be endured. Whilst courage is to be survived. These virtues belong to silence.
Steven Erikson. But, if one man does nothing can he be said to be good? raggidman |
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06-06-2006, 08:05 PM,
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No raggidman, I didn't reply because I was hoping it would die out on its own rather than me having to write a long post about why we can't use Bethesda's meshes, whether they are reskinned or not.
¤ 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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06-06-2006, 08:45 PM,
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Ah shucks, 'pogolies, I did not catch that bit... so we are still looking for Dwemer Tilesets then?
Because loyalty is not to be spoken of and honour is to be endured. Whilst courage is to be survived. These virtues belong to silence.
Steven Erikson. But, if one man does nothing can he be said to be good? raggidman |
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06-06-2006, 09:01 PM,
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Quote:Originally posted by raggidman I guess so. We only had one Dwemer ruin in the old ST, so it's not something I've personally prioritized.
¤ 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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06-07-2006, 03:50 AM,
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is there an emoticon limit? :banana: :lmao: :mchm: :dunce:
anyhow.. i lost my stuff. an old DLL messed up my laptop and poof. no command prompt. no drive C. hahaha. what a joy. anyhow, i lost all my OB mod stuff. no biggie. the only pain is getting my graphics progs to work again. thanks for the link. i know what normals are and what they do, its the making them that is problematic. i have a working or did, gimp normal map thing. it sort of sucked. but it worked lol. also looking through the stock stuff last night i noticed there wasn't a lot of consistency with the normals. i guess the color or 'light locations' are dependant on the model. the use of alphas in normals is still confusing. oh well. ponder token: i wonder how hard it would be to write a pseudo normal mapper using the user defined plugin part of editing progs or something like filter factory(well not that one but there are a couple progs used to script your own filters and i never got passed Cool! with them). ps. i do not and will not own a model program. so most of the stuff i have found on normals is totally useless. the closest thing i have is nifskope so i can look at stuff.
SciMuse
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06-08-2006, 07:58 AM,
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almost done getting everything the way it should be.
quick tip for gimp-ers and normal maps. working on a larger normal and then reducing it in size helps get rid of some of the noise. i was looking through the textures with the mod and if i can get this going again i would like to redo some of the work to make it look more unique and natural while not sacrificing intent. some of the interpretations look umm a bit hasty. by that i mean the art from the other game that was heavily filtered. sort of. question. i am sure this has been asked and answered elsewhere, how come some of the models like the large redoran tapestry look black in the CS?
SciMuse
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06-08-2006, 09:26 AM,
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Quote:Originally posted by SciMuse Ok, cool, thanks for helping out! :goodjob: Sure, I don't have any problems replacing content with something better, even if it happens to be my own work. Then again that would be models, because I don't do textures, and I get the impression you want to improve the latter. A lot of the textures are indeed taken straight from old Morrowind retexture packs. Black? Hmm... a model only looks black if the diffuse/ambience color was set to black in the material editor. The color it's set to indicates, sortof, how much light the model thinks is shining on it, whether that light exists in-game or not. So if it's black, the model thinks it's shrouded in a permanent, dark night... sortof... I think. Point is the ambience/diffuse color should be white for the in-game lighting system to work with it appropriately But somehow I don't think that's what you meant. You meant that it doesn't react to shadows, right? If you hit the A key in the CS it looks the same? That's because it doesn't have a normal map. Textures that have normal map accessory textures react much, much better to light. You can pick up one of my paper lanterns and streak it across a Redoran floor, and a sphere of light will reflect on it as you move the light back and forth, while nothing happens with the tapestries or any other texture that lacks normal maps.
¤ 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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06-09-2006, 06:56 AM,
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i believe you got it right the first time. when i hit the 'a' key it looks normal. in game, it appears normal. mostly.
i wasn't sure if it could be a shader issue. my computer says it supports smart shader 2.1 or something. however the game will not allow me to use it.
SciMuse
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