@otte: Yeah, I guess that the traffic here is pretty minimal these days.. If there's something else I can do - seriously - let me know..
So - I finished my
first texture mod over the weekend (!).. (battled a few demons on that journey - seems NVidia pulled
(JASC) PaintShop Pro's .dds plugin down after Corel harassed them (if forums are to be believed ;-) .. they definitely aren't fans of the feature-filled version that existed before they bought & neutered it) - had to scrounge a bit to find elsewhere, but at least I was able to ;-). So I CAN use my old, dependable copy of PaintShop Pro v.8.x, though there have been a couple "issues" to deal with (it chokes on open of many .dds files - took a few days before I realized the problem - can't handle .tpf filename > 34 chars (not so obvious initially... ) - created a script to toggle between long & short names. Next was Save dropping transparent backgrounds (I guess
some of the .norm files, and images for weapons bench, etc..) - they appear to use a superblack, i.e. 0-0-0, plus an alpha/opacity byte. The plugin
is pretty old. So - one more script to load a mask from an unrecognized/"hidden" alpha/opacity channel, promote to layer, etc.. Using nvdxt, readdxt, etc... for files with alpha, works nicely, just save-as
.png file (support for alpha ch) & when finished I just feed that to nvdxt util to make a .dds with alpha ch if there's any transparency,
and generated mipmaps if appropriate, otherwise native .dds (DXT1/non-alpha, DXT3, DXT5 - virtually all) work fine with the PSP plugin. The conversion only takes a moment, so it's hardly a major invonvenience. So - below my Shep is wearing a couple of different mfrs armor bits (by Ottemis), along with my shiny new M8 Avenger (borrowed your diff map and appropriated a norm from another HD M8 - that norm was pretty messy in spots so I decided to clean it up - made a HUGE difference, & now I know that effect of a little "haze" from the norm map on color/tint/reflection, & it can be fairly drastic - in this case causing lots of smudges and distorted reflections, etc.. not that I went out of my way to work on the normal map - would just as soon leave it, but this was appropriate and I did figure a lot out from doing it... as well as the weapon's bench image, losing transparency - just doesn't look right if the modded gun is against a plain white b/g while all the rest are "floating" nicely ;-) It
is my first go at a texture, and may not appeal to everyone (anyone? ;-), colors being subject to personal prefs - I just wanted to see what it would turn out like with a little color to it ... if anyone has an older vers. of PaintShop Pro - it works and has a pretty full feature set. Feel free to ask & I'll give whatever details I've gathered.
Full Size Image There's something about that aqua-ish shade that I just like...
Full Size Image 2Got to replace those with a real host....
Used Otte's M8 and just tweaked the dif, the tint to a degree, and sub'd an HD norm map which I had to tweak & clean-up quite a bit. Most of the effort was finding out what
didn't work. Funny, that.
Otte - I only posted this cuz it's my first attempt at a mod, and I'm over-excited. ;-) I won't hijack so blatantly for subsequent efforts ;-)
(edit: man, BSN's post editor has some issues when re-editing if you've used any markup at all... mangled in more than a couple places. oh well - should have gotten it right the first time!)
Modifié par aprilia1k, 26 octobre 2013 - 01:16 .