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4Aces General Texture Mods (except TOM and Nerfed)


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#76
Facemelt3r

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Your latest door's brightness is spot on, but the highlights (or low-lights rather) are too dark and create too much contrast in the overall image. I think if you kept the overall brightness of the door but removed the grime/dirt/oil, or toned it down, and kept some minor scratches and scuffs it would look superb.

Night-Day-Indoors Comparison
The 3rd image in the series is overtly blurry for some reason, not related to the game/texture.

I've now noticed the model on the original doors shipped with the game. Why would they do such a thing? Isn't that was normal maps are for? /sarcasm.

Your doors actually have some reflection/bloom to them.

Reflection

The reflection is only present on the model which I don't imagine 99% of people ever noticing. It is a nice little touch though, reflective metal that is. Well not really reflective but you know what I mean.

There's a slight misalignment but I'm sure you already saw that.

Misalignment

Anyhow, tell me if I'm being too critical.

Modifié par Facemelt3r, 06 janvier 2010 - 04:18 .


#77
4Aces

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Where did you get a night shot?!? I did not think they actually included night in this game... but now that I think about it the Inn outside the mage tower is in perpetual night (but I thought I checked it). Anyway, once I get to see it at night, then I can tune it some more.



As for the misalignment, it must have happened when I combined all my layers on the last build. I was focused on the other side of the door (a particular feature I was watching) and missed it. Since I will have to redo the darkening so that it works at night too, re-aligning it is not that much of an issue.



I have an old contract that I was just hired to revise, so I have to spend a few days with that. I will try to get the door fixed tonight though, when I get the info on where I can find the door at night.



Thanks for your feedback!

#78
Darth_Shizz

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4Aces wrote...

Where did you get a night shot?!?


I believe it was from the Human Noble origin.

#79
4Aces

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Darth_Shizz wrote...
I believe it was from the Human Noble origin.


Too bad.  I will just have to try cutting the darkening 50% and see how that works then.

EDIT
I have just uploaded a new door texture to test in the dark (it is labeled "do not download").  I did not darken it as much and I tied something different with the Specular Map.  Please let me know what it looks like in the dark.  Thanks!

Modifié par 4Aces, 06 janvier 2010 - 11:32 .


#80
Facemelt3r

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Diffuse Texture looks great at night and during the day. Learning some things here as I go along, the newest normal map has better looking metal (not overly shiny, which also looked odd in low light), but the light distribution looks odd. I thought it was the diffuse texture's darkness at night causing the blackness but I was wrong, it's the normal map.

Normal map comparison I used dates but the image is the newest diffuse and specular files with the newest normal map compared to the 2nd normal map you released overall.
Best looking image would be a combination those two, the newer metal design with the older... reflective... uhh... :?

Slightly hilarious how bad the stock textures look along side your normal map.

Modifié par Facemelt3r, 07 janvier 2010 - 01:02 .


#81
4Aces

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Quick update -

Sorry for the delay, but my system has been crashing a lot. I have been testing it all weekend,
and am almost done. It appears to be my CPU.

No news on the file server yet. We have been dealing with a DOS attack since the middle of
last week. We think we have it under control, but I have been gone so do not know the current
info.

EDIT

Facemelt3r - I finally had time to come back and read your reply and take a look at your pics.  I have no idea how the normal map could be causing that.  Are you sure that you are not using different Specular Maps (SM) between the two pics?  The last SM used a new technique that worked during the day, but I was afraid that it might look like the latter shot at night.  I hate to ask you for more, but would you consider compressing your entire character's folder and posting it for me?  That would allow me to load your savegame and see the door for myself, so that I can finally get it looking right at night?

In Win7 (aka Vista with a real SP) the folder is located in
C:\\Users\\<Insert your user name here>\\Documents\\BioWare\\Dragon Age\\Characters\\<Insert Character's Name>

I need the whole folder or else the game will not read it.  Saved games are not enough (apparently).

I will be back working on this full time for the rest of the week now that I am caught up on my contract work.  I have a few more textures done, and will be releasing the first group next weekend (barring any more system problems). 

Cheers!

Modifié par 4Aces, 13 janvier 2010 - 03:41 .


#82
Facemelt3r

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Sure thing, will put it up tonight. I thought it had to be the specular as well but I was quite careful and can say with certainty it's the normal map.

http://www.filefront...345995/Aedan.7z

I'm happy to help, ask for whatever.

Modifié par Facemelt3r, 13 janvier 2010 - 07:22 .


#83
4Aces

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Thank you! That should be enough. Now I can test it at night and see how the Normal is doing this.
I should have this fixed later today/tonight.

EDIT - I have looked around and tested a few things, and eventually just removed all my textures to see what the Vanilla looked like.  All the doors look black on my system (well not completely black, but very, very dark).  Is one of the saves near that partially lit door that you took a shot of?  Thanks!

Modifié par 4Aces, 13 janvier 2010 - 09:38 .


#84
Facemelt3r

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I should have considered this the first time.
http://www.filefront...859/Slot_256.7z
That will put you right in front of that particular door

Modifié par Facemelt3r, 13 janvier 2010 - 10:21 .


#85
4Aces

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EDIT - Here try this .  I forgot the second Normal Map on the Alpha Channel (of the Normal Map) so I fixed that, and I tuned down the Specular Map for the metal since it was too shiny.  Let me know if it still need more on that aspect.

Modifié par 4Aces, 14 janvier 2010 - 02:55 .


#86
Facemelt3r

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I'd call that done.

#87
Jhegan

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Looks great! Can't wait for more! Main site still down?

#88
Facemelt3r

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Jhegan wrote...
Looks great! Can't wait for more! Main site still down?


His googlepages? It works for me.

#89
dwarven_fighter

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4aces, is TOM still a valid pack? Meaning, if I have jb textures, quick and dirty and 4aces textures, do I still need the TOM? If so, in which order do I download and override all these files?

#90
4Aces

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TOM was just the basis for my HiRes packs. It is not  valid with JBTextures + HiRes. I am leaving it up for those with system that cannot handle the Vanilla game. TOM will help them a little.  If in doubt, always install the questionable texture mod first and then copy the rest over it.  That way the trustworthy ones will be overwriting it.
This does not always work for non-texture mods though.

My Personal web page is still there, but the DMG site is getting attacked every weekend (actually started early this morning). Every time our web master gets a hole patched, a group from either Russia or China opens another ("microsotf.cn" - that is how they spell it). They have hit us in the past, but were leaving us alone until just before Christmas. If you know who/where they are (GPS coordinates would be best) please let me know. ;-)

I looked into getting a personal site with everything but the cost was more than I can afford right now. I have to save up since it appears that my CPU is damaged (two to three random crashes per day average, with as many as six). I tested the rest of my system all last weekend, and it is good. It would not be so bad if it were just the chip but I have to get a new mobo too, to take advantage of a quad core.

Anyway, HiRes Pack 2 Part 1 is up on the Nexus. Most of these are total re-textures, but there were a few that were acceptable, or too difficult to re-texture within my time frame, so they were increased and sharpened (quite a bit - but I still did not blow the highlights). This mainly covers woodwork and doors. There is one door that I replaced, but could not find. It could look out of place, so if you come across it and it looks strange, take a pic and send it to me (and tell me where you found it).

Cheers!

Modifié par 4Aces, 16 janvier 2010 - 06:57 .


#91
dwarven_fighter

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Thanks 4aces. :) I'm downloading pack 2 right now.

#92
Facemelt3r

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Very nice.

Posted Image

#93
REH1967

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EDIT: Ok, something weird, well maybe not...if i remove the texture folder from my override directory, the object still appears the same...so, it looks like Bioware is to blame for the missing/wrong texture?
=========================================UPDATED=======================================

 4Aces, great work, makes the game world come alive. ;)



I think I found a glitch, maybe a missing texture? This is inside the Windmill at Redcliffe, at the secret entrance to the castle:

Posted Image

If I knew what object name that was, I could just go vanilla with it to fix it, any ideas?

Modifié par REH1967, 17 janvier 2010 - 12:59 .


#94
Facemelt3r

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Works fine for me going off of memory, but I will install all the textures and go look.
Edit: Nope that's part of the vanilla game. No idea what it's supposed to be.

Modifié par Facemelt3r, 17 janvier 2010 - 01:26 .


#95
REH1967

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Thanks, Facemelt3r :)



Nice to have a reality check, I did same thing, pulled the texure overrides and the green object is still there. It's a square frame around the trap door, probably would be masonry of some type.

#96
dwarven_fighter

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It seems on his personal page that 4aces is retiring from the game and will not be doing any more textures. :(

#97
avanima

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Is there any chance some one could post a link to download the texture optimizer cause ive been looking every were for it with not luck the links posted here are all dead giving a 404 error and this site http://www.danmangam...dragon-age.html doesnt have dao stuff up yet and i dont know if it will.

#98
lisakover

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RIIIIIIIIIIISE FROM THE GRAVE