@SEN
Are you talking to BABA about a test you did in relation to is suggestion? or
are you talking to me about my water texture?
Cause if you're talking about my texture, I had already checked multiple times
with a torch Day and Night and I frankly cannot imagine what you mean about light
artifacts... my light does what it's suppose to do.
AN attempt at creating a pseudo-shinywater witha basic texture + txi
Débuté par
Lord Sullivan
, mai 14 2013 03:13
#26
Posté 24 mai 2013 - 04:31
#27
Posté 24 mai 2013 - 06:11
no i was referring to baba's multi layer, though i think my issue comes from animesh modifier, to get confirm we can easily test the tno water cliffs, that are animeshed. brb
#28
Posté 24 mai 2013 - 06:19
nevermind, both tno and mine looks fine under normal torch light (probably it was the darkness torch i was using to cause the issue then, if you want to try edit the torch model in override to get it cast darkness instead of light, i think its a -1 to some variable in there, cant remember wich)
#29
Posté 12 juillet 2013 - 08:39
Here is a new video that showcases the second water texture pack in my project page with the mapping
modified on the city exterior tileset water tiles.
Click To View the Video
modified on the city exterior tileset water tiles.
Click To View the Video
#30
Posté 12 juillet 2013 - 02:43
Looks neat. It doesn't seem to lose its 'shape' too badly after a minute or so either, which mine always seem to (darn you .txi files).
#31
Posté 12 juillet 2013 - 08:29
_six wrote...
Looks neat. It doesn't seem to lose its 'shape' too badly after a minute or so either, which mine always seem to (darn you .txi files).
If it's only the .TXI file, you can try the one I have in the hakpack included in this new file in my project page...
Added TCN01 water tiles.zip for a quick easy test of the water texture in action in the City Exterior tiles remapped.





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