Development > Artwork
Textures
Mattn:
thank you very much - i will commit them in a second
shedeki:
thanks. may i ask what the heightmaps do in the alpha channel?
this one took me longer than one might think:
http://shedeki.net/stuff/ufoai/toilet.tga
http://shedeki.net/stuff/ufoai/toilet_hm.tga
http://shedeki.net/stuff/ufoai/toilet_nm.tga
Mattn:
we encode the height in the alpha for parallax mapping.
RGB = XYZ (surface normal perturbation for dot3 bump)
A = height for parallax (offset) mapping.
i will publish some wiki article on how to create normalmaps.
shedeki:
thanks Mattn. i didn't think ufo:ai supported parallax mapping. good to know though, as it makes photographs less usable as texture sources.
Voller:
Thread got a bit dusty I see. Anyways, more texture replacements. Nothing fancy:
textil001
textil002
textil003
couch_d
couch_e
The normal map can be used for all of them.
And the .map file is also attached for use with MapZone.
Mattn, the textures are a fair bit larger than the original ones. Is this going to screw up the maps?
/edit: updated cloth .map file to include the specular map.
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