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#126
Happycrow

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That looks GREAT.



#127
kamal_

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Merchant Stall Roof , five alternate textures. I need to dull them down and do tintmaps so they can be assigned different color schemes. I need to do the merchant stalls that include the roof as part of the placeable. The lack of alternative roofs for merchant stalls annoyed me in Crimmor.

 

merchant_stall_roofs.jpg


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#128
kamal_

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That's fairly easy in Gimp. Under the FIlters => Map menu, select Normal map... and tune to your satisfaction. For normal maps, I do suggest using the gimp-dds plugin for exports and setting Generate Mipmaps with compression to BC3nm during the save.

 

I can do it if you prefer.

Thanks. I'll figure it out with those directions. I'll need to get it figured out so I don't have to bug you.

 

Edit: For reference, the normal map option is a plugin. Default GIMP doesn't include it. Easy enough to add, and easy to use. I had to turn up the scale up to 5 from 1 to get a nicely defined map. Otherwise it was too smooth.


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#129
kamal_

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Ok, the merchant stall placeables that include the roofs now also have alternate versions with the textures. The textures are also dulled out to what you see in the bottom row as their default, so they will take colors well. If people want to change the texture, the roof takes one part of the texture and repeats it four times, so you need a texture that has fourfold symmetry.

 

merchant_stall_roofs2.jpg


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#130
Eguintir Eligard

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Is all this random stuff going to be put somewhere, I'm thinking the cornucopia?


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#131
kamal_

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Is all this random stuff going to be put somewhere?

Yes. I'm using the cornucopia 2das as my base, and I have reserved placeable 2da entries.


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#132
kamal_

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ok, adobe (Crossroads Keep) castle. The Crossroads Keep wall pieces use the same texture as the keep, so once I had the texture done for the keep all I had to do was edit the wall pieces to use it. These placeables are tintable (not shown), a very light blue works well.

 

I will probably release all this at once in a big pack when I am done. I am on a retexturing kick, as you can probably tell.

 

crossroads_adobe_1.jpg

 

crossroads_adobe_2.jpg

 

crossroads_adobe_3.jpg


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#133
Dann-J

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Zhentarim desert outpost!



#134
PJ156

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Yes. I'm using the cornucopia 2das as my base, and I have reserved placeable 2da entries.

 

Thank you kamal.

 

You asked if there were any items that I would like to see deserted. The monk statues in a paler/sand stone texture will come in very useful.

 

PJ



#135
kamal_

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Thank you kamal.

 

You asked if there were any items that I would like to see deserted. The monk statues in a paler/sand stone texture will come in very useful.

 

PJ

By request. Sandstone statues. I also removed the red eyes from the horned helmet guy (I hate those, you can always put vfx red eyes in), and changed the crystals to a yellow/orange to better fit an arid theme (easy to change, it's the self illumination map). Did you know horned helmet guy is either undead or gith, judging by his nose? I didn't. It's visible with the lighter texture.

 

Without tint:

statues_sandstone.jpg

With Tint:

statues_sandstone_tint.jpg


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#136
PJ156

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Those are great Kamal, the desert will never be the same :)

 

Who is a gith by the way?

 

I like the two colours you got into the snake tint.

 

PJ



#137
kamal_

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Those are great Kamal, the desert will never be the same :)

 

Who is a gith by the way?

 

I like the two colours you got into the snake tint.

 

PJ

Githyanki (bad guys in early OC) or githzerai. http://vnmedia.ign.c...es/gythsqj5.jpg



#138
Eguintir Eligard

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Those statues look better now in sandstone

#139
rjshae

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The weapons should probably be left as metal. Sandstone is too brittle for long, slender lengths.



#140
kamal_

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The weapons should probably be left as metal. Sandstone is too brittle for long, slender lengths.

I'll see what I can do. Many of these placeables use different textures, but separating the weapon may be difficult as it's often part of a single base texture for the placeable. The alternative, of course, is that it's magic sandstone ;)


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#141
PJ156

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 it's magic sandstone ;)

 

I hear the Anauroch desert is full of it :)

 

PJ



#142
kamal_

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I got the swords adjusted so they look like regular weapons. The weapons held by the female statues are made out of magic sandstone, because the original texture maps for them do not indicate where the weapons are. The original female weapon holding statue textures are all flat material textures, with no detailing. The male weapon holding statues had textures indicating where the weapon is getting it's texture from. The exception is the robed monk with the vertical staff, as part of texture used for the walking staff is also used for the base, so the staff couldn't be given a wood type texture without changing the texture of the base as well.

 

statues_sandstone2.jpg


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#143
PJ156

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These look good Kamal_ but magic sandstone is my preference for what that is worth.

 

PJ



#144
kamal_

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These look good Kamal_ but magic sandstone is my preference for what that is worth.

 

PJ

 

WhyNotBoth.gif ;)

 

statues_sandstone_both.jpg


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#145
PJ156

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Hah. That's another 80 placeables to add to our burgeoning collection.

 

PJ



#146
Dann-J

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Hellfire mentioned this today:

 

reskin.jpg

 

If you can take screenshots, you can do this!

 

https://dl.dropboxus...ture_images.zip

 

Over 130 images taken from the preview window in the toolset, all in a three-quarter view.

 

I haven't included any playable race models or NPCs, nor most of the companions (only Okku and One of Many).  Most (if not all) of the non-creature creature models are included (smugglers' wagon, cargo ship, push block, SoZ overland wagons, etc).

 

Looking at them has already given me ideas:

  • The faithless golem would make a great flesh golem. With a few spikes it might also make a good cadaver collector.
  • I'm looking at reskinning the ravenous incarnation as a doppelganger.

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#147
kamal_

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  • I'm looking at reskinning the ravenous incarnation as a doppelganger.

 

Are you aware we have a doppleganger, there's a model in Baldur's Gate Redux, I think separately released as well.



#148
Tchos

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http://nwvault.ign.c...s.Detail&id=196

 

Also included in Pain's pack.



#149
Dann-J

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Yes, I'd seen that doppleganger. I don't much care for it.



#150
4760

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Hah. That's another 80 placeables to add to our burgeoning collection.

 

I've got a few in progress too (mostly houses at the moment, which need textures and therefore don't appear in game).

 

Here's another cart in the meantime:

901-2-1403514176.jpg


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