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Offline BTAxis

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Re: Textures
« Reply #30 on: April 17, 2009, 01:28:34 am »
Texture resolution should be a power of two.

Offline Mattn

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Re: Textures
« Reply #31 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.

shedeki

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Re: Textures
« Reply #32 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.

Offline Mattn

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Re: Textures
« Reply #33 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.


Offline Mattn

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Re: Textures
« Reply #35 on: April 19, 2009, 09:33:54 am »
thank you very much - i will commit them in a second
« Last Edit: April 19, 2009, 09:49:13 am by Mattn »

shedeki

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Re: Textures
« Reply #36 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

Offline Mattn

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Re: Textures
« Reply #37 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.

shedeki

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Re: Textures
« Reply #38 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.

Offline Voller

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Re: Textures
« Reply #39 on: May 15, 2010, 05:06:33 pm »
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.
« Last Edit: May 24, 2010, 09:43:18 pm by Voller »

Offline Mattn

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Re: Textures
« Reply #40 on: May 15, 2010, 05:29:02 pm »
yes, it will - but i will fix them - thanks for the textures

license is gpl?

Offline Voller

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Re: Textures
« Reply #41 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 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

Offline Mattn

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Re: Textures
« Reply #42 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.

Offline Voller

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Re: Textures
« Reply #43 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

Offline Mattn

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Re: Textures
« Reply #44 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