UFO:Alien Invasion

Development => Artwork => Topic started by: sitters on December 22, 2008, 11:28:05 am

Title: Textures
Post by: sitters on December 22, 2008, 11:28:05 am

I redo the Japwall001 texture, If you like this style then I make more.

(http://www.md2.sitters-electronics.nl/models/japwall_a.jpg)
(http://www.md2.sitters-electronics.nl/models/japwallN_a.jpg)

Willem
Title: Re: Textures
Post by: DuKe2112 on December 22, 2008, 03:33:34 pm
It look great, but that strange beige area on the right wasn't intentional, was it?
Looks like you accidentaly applied the filler bucket.
Title: Re: Textures
Post by: sitters on December 22, 2008, 04:11:19 pm
It look great, but that strange beige area on the right wasn't intentional, was it?
Looks like you accidentaly applied the filler bucket.

I am sorry, but you see something I dont ?

Title: Re: Textures
Post by: BTAxis on December 22, 2008, 04:21:44 pm
I don't see it either.
Title: Re: Textures
Post by: Mattn on December 22, 2008, 05:24:53 pm
very nice job sitters - more of them please ;)
Title: Re: Textures
Post by: DuKe2112 on December 22, 2008, 05:42:52 pm
Ok, it is somewhat subtle and since you two didn't notice it, I suppose few people would, but I'm talking about the area I marked red.

It's completely filled with the exact same shade of beige/ocker(how do you call it?) as opposed to the other mountain, whioch is subtly textured.. Also the trees on that side are cropped because of this.
Looks exactly as if you applied a filler with some tollerance.
Title: Re: Textures
Post by: RudolfoWood on December 22, 2008, 06:03:42 pm
with this explanation I see it (so I don't see any red marker :-) )
for those who still search: right side the mountain, flowing into the lake
Title: Re: Textures
Post by: sitters on December 22, 2008, 06:17:35 pm
Ok, it is somewhat subtle and since you two didn't notice it, I suppose few people would, but I'm talking about the area I marked red.

It's completely filled with the exact same shade of beige/ocker(how do you call it?) as opposed to the other mountain, whioch is subtly textured.. Also the trees on that side are cropped because of this.
Looks exactly as if you applied a filler with some tollerance.

pfffttt... Now I see what you talking about, I'd did not blend the layer correct ( I fix this ). :)


Edit : this is better then ( refresh your page ).

Willem
Title: Re: Textures
Post by: DuKe2112 on December 22, 2008, 06:39:54 pm
The red marker was on the pic I somehow failed to attach properly.

I know it's a minor detail, but for some reason I catch those imediately.
If I want to be nitpicking, I could say the trees on the right side still don't blend in as well as the left ones do, but that's realy overkill (;
Title: Re: Textures
Post by: Mattn on December 22, 2008, 07:47:06 pm
it would be cool if you could upload the source images, too
Title: Re: Textures
Post by: sitters on December 22, 2008, 08:35:35 pm
it would be cool if you could upload the source images, too

Yea , but they are C4D model files ( I model textures ).

Willem
Title: Re: Textures
Post by: Psawhn on December 22, 2008, 08:59:26 pm
Can you include things like the wood grain and the roughness of the canvas into the normal map, too? I think just including the basic geometry really underutilizes the power of bump mapping (and the ultimate goal is to eventually have a large set of high quality textures).
Title: Re: Textures
Post by: Mattn on December 22, 2008, 09:18:16 pm
Yea , but they are C4D model files ( I model textures ).

Willem

no problem - it would just be cool to have them. (as always ;) )
Title: Re: Textures
Post by: sitters on December 23, 2008, 04:35:51 pm
Can you include things like the wood grain and the roughness of the canvas into the normal map, too? I think just including the basic geometry really underutilizes the power of bump mapping (and the ultimate goal is to eventually have a large set of high quality textures).

Yea I have update the pictures, but normally they use a bump high_map for small details.

willem
Title: Re: Textures
Post by: Voller on December 26, 2008, 10:54:08 pm
Thought I'd take a look at some of those non-licensed textures Mattn mentioned. I'm not exactly experienced, so I decided to start with something simple. Here's what I came up with for floor004. I kept the original size of 128x128, let me know if you'd like it in a higher resolution. I made this with MapZone, so changing the size is no problem at all.

I noticed there may be different standards for normal maps. MapZone offers two options: DirectX and OpenGL. The green channel is practically inverted. Anybody know any more about this?

The normal map I attached is using the same convention sitters has been using.



[attachment deleted by admin]
Title: Re: Textures
Post by: BTAxis on December 26, 2008, 10:58:51 pm
Does this texture even need a normal ma? It looks like it's supposed to look flat.
Title: Re: Textures
Post by: Voller on December 26, 2008, 11:04:27 pm
I had to upload it again, cause it wasn't displayed correctly the first time.

Well it's got a lousy resolution, so the normal map won't have much effect. But the normal map should emphasise the tiles, and the texture also has some roughness to it.

[attachment deleted by admin]
Title: Re: Textures
Post by: BTAxis on December 26, 2008, 11:23:40 pm
Ah, okay. I figured it might be a plastic floor with a tile motif since I didn't see much of a seam between the tiles.
Title: Re: Textures
Post by: Mattn on December 27, 2008, 08:52:57 am
thanks for the texture. i will add it to trunk asap. the normalmap should have the height encoded as alpha channel and should have a lttle bit sharper borders.
Title: Re: Textures
Post by: Voller on December 27, 2008, 12:13:52 pm
Hmm, guess the file I uploaded first time round was the correct one after all. I didn't know normal maps could also include height information.

I updated my first post. Let me know if it is to your liking.
Title: Re: Textures
Post by: Mattn on December 27, 2008, 01:07:53 pm
the normal map should not include details like the texture - see sitters normalmap from above - or even better, try to understand the tutorial in the artwork wiki article that i linked. normalmaps are just a kind of heightmap (basically). it often help when you flatten the image colors to e.g. 5 or 6 colors (in your image 3 colors would be the best - 2 color for the squares and 1 color for the gap between them) then gaussian blurring might help a little (also depends on the image - convert back to rgba and encode the height in the normalmap.
Title: Re: Textures
Post by: DuKe2112 on December 27, 2008, 03:09:08 pm
Well, sitters normal map has a texture, although it is very subtle, because it's just cloth.

And why shouldn't it, does it take more calculation time to apply a complex normal map than it takes to applly a simple normal map? As far as I know it doesn't.

I don't think UFO:AI let's you zoom in far enough that it matters, but it doen't hurt to have the detail either.
Title: Re: Textures
Post by: Voller on December 27, 2008, 05:28:03 pm
I think we might be talking about different things here. I do understand the concept of a normal map, and that of a bump map. I was not aware you could have both in one, that's all.

The normal map I made does not include any texture information. However, it obviously emphasises some of the details that can already be seen in the texture (dirt, scratches, dents). As matter of fact, the normal map was not created from the finished texture, but in parallel.

I have reattached both pictures in a higher resolution below. The normal map _is_ mostly flat apart from some detail of course. As DuKe says: more detail shouldn't hurt.

The alpha channel makes it a bit difficult to see the colour information in the gap between the tiles.


[attachment deleted by admin]
Title: Re: Textures
Post by: Voller on January 01, 2009, 06:30:57 pm
Happy new year everybody.

I had a stab at another texture: wall013. Let me know what you guys think. I'm still learning, so any constructive criticism is most welcome :)

Are normal maps implemented in trunk? Could somebody maybe post a screenshot with the texture in action? I haven't taken a look at compiling the sources yet.

@Mattn: I'm having some trouble uploading the pics. Says the upload folder is full. Could you do the honours again? Thanks!

(http://img84.imageshack.us/img84/1917/wall013tu4.th.png) (http://img84.imageshack.us/my.php?image=wall013tu4.png)
(http://img266.imageshack.us/img266/1762/wall013nmbg4.th.png) (http://img266.imageshack.us/my.php?image=wall013nmbg4.png)

[attachment deleted by admin]
Title: Re: Textures
Post by: Mattn on January 02, 2009, 12:30:54 pm
thanks for the texture - yes - normalmaps are implemented in trunk. but i can't post a screenshot - my notebook is not capable of running the glsl shaders.
Title: Re: Textures
Post by: Voller on January 02, 2009, 08:35:15 pm
Ok, here are the next ones: wall011, wall012 and wall014. Is it just me or are they identical to wall023, wall024 and wall025?

The .map file also includes wall013.

wall011:
(http://img56.imageshack.us/img56/8762/wall011sd7.th.png) (http://img56.imageshack.us/my.php?image=wall011sd7.png)
(http://img99.imageshack.us/img99/8333/wall011nmzc1.th.png) (http://img99.imageshack.us/my.php?image=wall011nmzc1.png)

wall012:
(http://img167.imageshack.us/img167/3625/wall012vd8.th.png) (http://img167.imageshack.us/my.php?image=wall012vd8.png)
(http://img352.imageshack.us/img352/1546/wall012nmcp8.th.png) (http://img352.imageshack.us/my.php?image=wall012nmcp8.png)

wall014:
(http://img152.imageshack.us/img152/4448/wall014zk0.th.png) (http://img152.imageshack.us/my.php?image=wall014zk0.png)
(http://img528.imageshack.us/img528/3183/wall014nmgb0.th.png) (http://img528.imageshack.us/my.php?image=wall014nmgb0.png)

[attachment deleted by admin]
Title: Re: Textures
Post by: Mattn on January 02, 2009, 08:43:58 pm
very cool - thank you very much.
Title: Re: Textures
Post by: Voller on January 05, 2009, 09:57:31 pm
You're welcome. Another simple one: floor008

(http://img72.imageshack.us/img72/6117/floor008sx5.th.png) (http://img72.imageshack.us/my.php?image=floor008sx5.png)
(http://img155.imageshack.us/img155/535/floo008nmjl7.th.png) (http://img155.imageshack.us/my.php?image=floo008nmjl7.png)

[attachment deleted by admin]
Title: Re: Textures
Post by: Mattn on January 05, 2009, 10:25:38 pm
as always: thanks :-D

applied to trunk
Title: Re: Textures
Post by: shedeki on April 17, 2009, 12:46:34 am
hey guys,
does anyone keep the list under http://phidev.org/~dino/ufo/html/textures/696b031073e74bf2cb98e5ef201d4aa3.html up-to-date? will it be okay if i just post textures here to contribute? what resolution is preferred?

http://shedeki.net/stuff/f/floor006.tga
http://shedeki.net/stuff/f/floor006_nm.tga
http://shedeki.net/stuff/f/floor009.jpg
http://shedeki.net/stuff/f/floor015.jpg
Title: Re: Textures
Post by: BTAxis on April 17, 2009, 01:28:34 am
Texture resolution should be a power of two.
Title: Re: Textures
Post by: Mattn on April 17, 2009, 07:18:10 am
first of all, thanks for the textures. what is the license you release them under? is gpl 2.0 or later ok?

yes - power of two would be the best. if you choose another resolution than the "original" textures, we have to edit the maps and realign the textures there, too (at least in most cases).

and the most important part, please provide normalmaps like the one you created and maybe also the heightmaps that you used to create the normalmaps.
Title: Re: Textures
Post by: shedeki on April 18, 2009, 09:49:00 am
thanks for your answers. i asked about the resolution because i find that textures below 512x512 just cannot compare to the feel of high quality images. anything below 256x256 usually isn't able to deliver any detail (unless of course it's very small in game, e.g. a lamp...). i can't remember much about the q2 engine, but in q3 it was possible to resize a texture editing its shader file, thus no changes needed to be made in the .map file

still, it's no problem resizing them. i''ll always keep high-res versions on my hdd. so here are smaller versions and a new texture:

http://shedeki.net/stuff/ufoai/floor001.tga
http://shedeki.net/stuff/ufoai/floor001_nm.tga
http://shedeki.net/stuff/ufoai/floor006.tga
http://shedeki.net/stuff/ufoai/floor006_nm.tga
http://shedeki.net/stuff/ufoai/floor009.tga
http://shedeki.net/stuff/ufoai/floor009_nm.tga
http://shedeki.net/stuff/ufoai/floor015.tga
http://shedeki.net/stuff/ufoai/floor015_nm.tga

i seem to have lost a lot of my old files and could not find height or normal maps for floor009 and floor015, but they were easy enough to recreate.

GPL is fine with me.
Title: Re: Textures
Post by: Mattn on April 18, 2009, 05:44:58 pm
thanks for the textures... and sorry that i have forgotten it in my first post. our normalmaps encode the height in the alpha channel. and it would be really sweet if you could also deliver the heightmaps as a seperate file.
Title: Re: Textures
Post by: shedeki on April 19, 2009, 09:00:55 am
done + added another one:
http://shedeki.net/stuff/ufoai/floor001.tga
http://shedeki.net/stuff/ufoai/floor001_nm.tga
http://shedeki.net/stuff/ufoai/floor001_hm.tga
http://shedeki.net/stuff/ufoai/floor006.tga
http://shedeki.net/stuff/ufoai/floor006_nm.tga
http://shedeki.net/stuff/ufoai/floor006_hm.tga
http://shedeki.net/stuff/ufoai/floor009.tga
http://shedeki.net/stuff/ufoai/floor009_nm.tga
http://shedeki.net/stuff/ufoai/floor009_hm.tga
http://shedeki.net/stuff/ufoai/floor015.tga
http://shedeki.net/stuff/ufoai/floor015_nm.tga
http://shedeki.net/stuff/ufoai/floor015_hm.tga
http://shedeki.net/stuff/ufoai/roof008.tga
http://shedeki.net/stuff/ufoai/roof008_nm.tga
http://shedeki.net/stuff/ufoai/roof008_hm.tga
Title: Re: Textures
Post by: Mattn on April 19, 2009, 09:33:54 am
thank you very much - i will commit them in a second
Title: Re: Textures
Post by: shedeki on April 19, 2009, 02:21:29 pm
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
Title: Re: Textures
Post by: Mattn on April 19, 2009, 02:28:41 pm
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.
Title: Re: Textures
Post by: shedeki on April 19, 2009, 07:50:57 pm
thanks Mattn. i didn't think ufo:ai supported parallax mapping. good to know though, as it makes photographs less usable as texture sources.
Title: Re: Textures
Post by: Voller on May 15, 2010, 05:06:33 pm
Thread got a bit dusty I see. Anyways, more texture replacements. Nothing fancy:

textil001
(http://img576.imageshack.us/img576/2223/textil001.th.png) (http://img576.imageshack.us/my.php?image=textil001.png)

textil002
(http://img534.imageshack.us/img534/4661/textil002.th.png) (http://img534.imageshack.us/my.php?image=textil002.png)

textil003
(http://img26.imageshack.us/img26/4258/textil003.th.png) (http://img26.imageshack.us/my.php?image=textil003.png)

couch_d
(http://img526.imageshack.us/img526/1934/couchd.th.png) (http://img526.imageshack.us/i/couchd.png/)

couch_e
(http://img706.imageshack.us/img706/5153/couche.th.png) (http://img706.imageshack.us/my.php?image=couche.png)

The normal map can be used for all of them.
(http://img96.imageshack.us/img96/6865/couchenm.th.png) (http://img96.imageshack.us/i/couchenm.png/)


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.
Title: Re: Textures
Post by: Mattn on May 15, 2010, 05:29:02 pm
yes, it will - but i will fix them - thanks for the textures

license is gpl?
Title: Re: Textures
Post by: Voller on May 15, 2010, 06:56:28 pm
Sure. If gpl is your preferred license, help yourself.

I noticed that some of the textures you listed here (http://phidev.org/~dino/ufo/html/textures/696b031073e74bf2cb98e5ef201d4aa3.html) have normal maps by now. Do you still want these textures remade, seeing as author and license are unknown? Or would you rather have somebody focus on the ones without normal maps, or even make new textures?

Voller
Title: Re: Textures
Post by: Mattn on May 15, 2010, 07:02:17 pm
every texture with "unknown" as license and author needs to be replaced - no matter whether a normal map is there or not. btw. make sure to head over to http://ufoai.ninex.info/wiki/index.php/Artwork - arisian updated the article with up-to-date info about our different maps.
Title: Re: Textures
Post by: Voller on May 16, 2010, 03:30:38 pm
Interesting link. I'll try to make the relevant maps where possible.

What happens if a specular map is nonexistent? What's the default specular value going to be?

Voller
Title: Re: Textures
Post by: Mattn on May 16, 2010, 04:38:07 pm
Code: [Select]
#define DEFAULT_BUMP 1.0
#define DEFAULT_PARALLAX 1.0
#define DEFAULT_SPECULAR 1.0
#define DEFAULT_HARDNESS 1.0
#define DEFAULT_GLOWSCALE 1.0
Title: Re: Textures
Post by: Voller on May 17, 2010, 05:38:59 pm
Code: [Select]
#define DEFAULT_SPECULAR 1.0
...
#define DEFAULT_GLOWSCALE 1.0

Does that mean things are fully glossy and also glowing by default?
Title: Re: Textures
Post by: Mattn on May 17, 2010, 05:43:54 pm
yes - but if you see a problem with it, tell me better default values - the problem is that we don't have many textures/maps that are using these - so it's hard to determine sane default values.
Title: Re: Textures
Post by: Voller on May 17, 2010, 08:00:28 pm
Still not sure if I understand it, sorry :-\

Does a mapper have to specify that a normal/specular/etc. map should be used, or will the engine automatically load the respective maps if they exist?

If it's the former, then it doesn't matter so much, because the mapper will not load the default values if they don't fit.
If it's the latter I'd suggest you at least switch off the glow  ;D

So in that sense, I guess I have answered my question myself. Or else you would be getting lots of complaints that everything is glowing bright white... ::)

Still, maybe a default specular map of 0.5 or even less would be more appropriate. That way you can use the default for pretty much anything unless a specific specular map exists.

Unfortunately my graphics card doesn't seem to support these kinds of effects, otherwise I'd experiment a little myself.

Voller
Title: Re: Textures
Post by: Mattn on May 17, 2010, 10:10:01 pm
the normalmaps are loaded automagically ;)

a mapper should provide a material file that defines suitable values for those textures (with a normalmap)
Title: Re: Textures
Post by: H-Hour on May 18, 2010, 12:18:19 am
Still, maybe a default specular map of 0.5 or even less would be more appropriate. That way you can use the default for pretty much anything unless a specific specular map exists.

Not sure if something's changed recently, but my understanding was that 1.0 does not mean "as much as possible". You can use 2.0 and 3.0, etc., to make the effect greater, and 0.5 to make it smaller. So keeping the default at 1.0 should be fine as long as it's not too exaggerated at that level.
Title: Re: Textures
Post by: arisian on May 18, 2010, 03:22:11 am
Actually, 1.0 is now super-shiny.  The new specularity-textures need to have values in the range 0-1 (well, 0-255, but that gets mapped to a float in the range 0-1 by your graphics card).  That means that with a texture, 1.0 really would be the maximum reflectivity.  The older system, which stored SPECULAR and HARDNESS values as material parameters, wasn't constrained to the range 0-1, since they could specify floating point values directly in the .mat files, which is why you could use bigger values.  The current "defaults" are actually set in R_EnableDynamicLighting() (because I didn't know about the #defines), and the default values are much lower than 1.0.  SPECULAR or HARDNESS values, if specified, will override the defaults; if a specularity and/or roughness texture is provided, that will override the SPECULAR or HARDNESS values.

Oh, and all the "accessory" textures get loaded automagically; so long as you follow the naming conventions, all you need to do is drop the new textures in with the old ones.  And I'll just mention again here that you don't always need to have all the textures be the same resolution; a 1x1 pixel specularity and/or roughness texture would be perfectly fine for an object that was uniformly shiny over it's surface.

Current defaults (hardcoded) are SPECULAR=0.25, HARDNESS=0.1;  the HARDNESS parameter controls how strongly the material reflects light, and the SPECULAR parameter controls how tightly focused the reflection is (ie. do you get a small "spot" of shine, or does the shine cover a larger area).  SPECULAR = 1.0 would mean a very tiny bright spot.
Title: Re: Textures
Post by: Mattn on May 18, 2010, 08:01:39 am
it would be nice if you could update the material system page in the wiki with this information - and use the constants (in trunk, too please, i will merge that back in 2.3 [or are you only talking about your recently created real-time-shadow-branch?]) - otherwise it might really look strange ;)
Title: Re: Textures
Post by: H-Hour on May 18, 2010, 09:57:34 am
Thanks for the info arisian. I'll probably need to take another look at my values with the new system.

Does this mean we can provide a specularity file that makes certain parts of the texture more reflective than others? And is there information somewhere on the format for this?
Title: Re: Textures
Post by: MCR on May 18, 2010, 09:58:20 am
Now I know what was causing my funky gfx, when using the old material files & values like bump 5.0 or specularity 6.0 !

lol.
Title: Re: Textures
Post by: MCR on May 18, 2010, 09:59:50 am
@H-Hour: http://ufoai.ninex.info/wiki/index.php/Artwork

arisian updated it some while ago.
Title: Re: Textures
Post by: MCR on May 18, 2010, 10:05:31 am
 ;D
Title: Re: Textures
Post by: H-Hour on May 18, 2010, 10:59:41 am
Thanks MCR. I've added a link to that page into the Mapping/Materialsystem (http://ufoai.ninex.info/wiki/index.php/Mapping/Materialsystem#General_surface_parameters) page that also talks about bump/parallax/hardness/specular/glowscale.

@arisian, should the text for the general surface parameters at the link above be changed to reflect the new range of 0.0-1.0? And is this true for all the options under General Surface Parameters?
Title: Re: Textures
Post by: Voller on May 24, 2010, 09:41:58 pm
Ok, replacement for floor003, including normal and specular map. The other ones I made because I felt like it; if you can use them, by all means help yourselves.

(http://img256.imageshack.us/img256/1325/floor003.th.png) (http://img256.imageshack.us/i/floor003.png/)(http://img179.imageshack.us/img179/1007/floor003nm.th.png) (http://img179.imageshack.us/i/floor003nm.png/)(http://img706.imageshack.us/img706/1728/floor003sm.th.png) (http://img706.imageshack.us/i/floor003sm.png/)
(http://img21.imageshack.us/img21/6167/stripright.th.png) (http://img21.imageshack.us/i/stripright.png/)(http://img440.imageshack.us/img440/8497/striperightnm.th.png) (http://img440.imageshack.us/i/striperightnm.png/)(http://img686.imageshack.us/img686/6873/striperightsm.th.png) (http://img686.imageshack.us/i/striperightsm.png/)
(http://img214.imageshack.us/img214/7128/stripedown.th.png) (http://img214.imageshack.us/i/stripedown.png/)(http://img14.imageshack.us/img14/997/stripedownnm.th.png) (http://img14.imageshack.us/i/stripedownnm.png/)(http://img526.imageshack.us/img526/1576/stripedownsm.th.png) (http://img526.imageshack.us/i/stripedownsm.png/)
(http://img694.imageshack.us/img694/9995/stripebl.th.png) (http://img694.imageshack.us/i/stripebl.png/)(http://img80.imageshack.us/img80/9591/stripeblnm.th.png) (http://img80.imageshack.us/i/stripeblnm.png/)(http://img411.imageshack.us/img411/677/stripeblsm.th.png) (http://img411.imageshack.us/i/stripeblsm.png/)
(http://img338.imageshack.us/img338/3980/stripebr.th.png) (http://img338.imageshack.us/i/stripebr.png/)(http://img94.imageshack.us/img94/9917/stripebrnm.th.png) (http://img94.imageshack.us/i/stripebrnm.png/)(http://img269.imageshack.us/img269/2272/stripebrsm.th.png) (http://img269.imageshack.us/i/stripebrsm.png/)
(http://img269.imageshack.us/img269/5187/stripetr.th.png) (http://img269.imageshack.us/i/stripetr.png/)(http://img412.imageshack.us/img412/6913/stripetrnm.th.png) (http://img412.imageshack.us/i/stripetrnm.png/)(http://img193.imageshack.us/img193/4900/stripetrsm.th.png) (http://img193.imageshack.us/i/stripetrsm.png/)
(http://img256.imageshack.us/img256/3749/stripetl.th.png) (http://img256.imageshack.us/i/stripetl.png/)(http://img714.imageshack.us/img714/8316/stripetlnm.th.png) (http://img714.imageshack.us/i/stripetlnm.png/)(http://img214.imageshack.us/img214/8234/stripetlsm.th.png) (http://img214.imageshack.us/i/stripetlsm.png/)
(http://img208.imageshack.us/img208/9348/stripett.th.png) (http://img208.imageshack.us/i/stripett.png/)(http://img571.imageshack.us/img571/6307/stripettnm.th.png) (http://img571.imageshack.us/i/stripettnm.png/)(http://img526.imageshack.us/img526/1163/stripettsm.th.png) (http://img526.imageshack.us/i/stripettsm.png/)
(http://img268.imageshack.us/img268/5187/stripetr.th.png) (http://img268.imageshack.us/i/stripetr.png/)(http://img22.imageshack.us/img22/6913/stripetrnm.th.png) (http://img22.imageshack.us/i/stripetrnm.png/)(http://img12.imageshack.us/img12/4900/stripetrsm.th.png) (http://img12.imageshack.us/i/stripetrsm.png/)
(http://img404.imageshack.us/img404/9706/stripetd.th.png) (http://img404.imageshack.us/i/stripetd.png/)(http://img130.imageshack.us/img130/7735/stripetdnm.th.png) (http://img130.imageshack.us/i/stripetdnm.png/)(http://img63.imageshack.us/img63/3877/stripetdsm.th.png) (http://img63.imageshack.us/i/stripetdsm.png/)
(http://img85.imageshack.us/img85/3749/stripetl.th.png) (http://img85.imageshack.us/i/stripetl.png/)(http://img257.imageshack.us/img257/8316/stripetlnm.th.png) (http://img257.imageshack.us/i/stripetlnm.png/)(http://img94.imageshack.us/img94/8234/stripetlsm.th.png) (http://img94.imageshack.us/i/stripetlsm.png/)

I also made a specular map for the cloths on the other page. You can't see much cause it has a very low alpha value.

(http://img208.imageshack.us/img208/2707/couchesm.th.png) (http://img208.imageshack.us/i/couchesm.png/)

.map files for MaPZone are attached. Also the updated one for the cloths.
Title: Re: Textures
Post by: BTAxis on May 24, 2010, 11:11:08 pm
We don't need all those variants, do we? We can just rotate the textures in radiant.
Title: Re: Textures
Post by: Bartleby on May 25, 2010, 07:10:31 am
if u want to use them, u need them..... not they are not the same...
Title: Re: Textures
Post by: Kildor on May 25, 2010, 07:15:33 am
No, it`s better to have all variants to normal tiling.
Title: Re: Textures
Post by: Mattn on May 25, 2010, 07:34:10 am
thanks again voller - i've applied them to trunk