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Arid texture / reskin project released


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#1
kamal_

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http://neverwinterva...nts-and-reskins

http://www.nexusmods...ter2/mods/959/?

Lots of pictures at link.

 

A retetxture of the stock buildings to a desert/arid theme, or maybe the area where your mod is set just has light colored rock and wood. These use textures from RWS Adobe pack for a matching look. Five sets of "stone wall" and boulders/rock faces with different textures. Various glowy things such as the alchemical placeables now in different color glows. And all the stock statues in sandstone versions. Finally, most "manmade placeables" in an arid/white base and with a full tintmap. The tintmap can be seen in some of the pictures. These are designed to be very white, so you'll want to tint them for most uses.

This pack is complete with blueprints.

 

The placeables 2da uses reserved ranges and is based on pj156's cornucopia v4. The items are sorted into folders, so if you do not need some things you can delete their folders. Additionally, since these are all set up, if you don't want to use my textures, you only need to copy the texture you want to the texture files for the placeable, which should be easier than making whole new objects on your own.

 

Credit to 4760 for doing the animations for the animated placeables such as the windmill and sarcophagus.

 

I've checked things and had someone else spot check before release, but with something like this there's bound to be something that gets through, so let me know if you find problems.


  • rjshae aime ceci

#2
rjshae

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Nice, but some of the textures I've checked look like they are missing mipmaps. The textures sparkle a little too much as I move the toolset camera around.



#3
kamal_

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Don't know how to do mipmaps, is there a function somewhere to generate them? My white tinted objects use the base textures just with adjustments in paint.net to lighten/grey them.



#4
Happycrow

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If you're in GIMP it's a selection box when exporting to dds format. In P-shop, no clue, never had that kind of money.



#5
Tchos

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In Photoshop, using the nVidia normal map plugin, you select a radio button to generate them.



#6
rjshae

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If you're in GIMP it's a selection box when exporting to dds format. In P-shop, no clue, never had that kind of money.

 

I think you first have to load the gimp-dds plugin.

 

At least one poster said there is an option in the paint.net save configuration file for generating mipmaps, so you might check that first.



#7
kamal_

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Is this affecting the stock textured based things, like most manmade placeables, or the custom textured ones like buikdings and boulders, or both?

#8
rjshae

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I only checked a handful of the building placeables last night. I'll generate a sample list when I get home.



#9
PJ156

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I checked a lot of the placeables and did not notice this so it's not so many that need fixing I think.

 

Or perhaps it's my eyes.

 

Age and beer, both will get you in the end :)

 

PJ



#10
rjshae

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It's a lot more evident with lighter textures, especially when the camera is turning and you're looking from 3-4 grid squares away. So I see it, for example, with the 'Wall {01 CS Keep} Alt 1', 'Slum Row House {01 - TINT} Alt 1', and the grey part of the 'Sunken City {Ruins 06 {X1) TINT} Alt 1'. Even if you don't see them, my understanding is that mipmaps improve display performance. So with a lot of placeables on display, you may see display issues when mipmaps are not present.

 

In gimp I can tell there's no mipmaps because the software converts the individual maps into layers. When I import Kamal_'s dds files, I only see one layer. It's easy enough to fix: just install gimp and the plugin, open the dds file, then export it as a dds file. It'll pop up a dialog box with several options:

 

export_zps1dd4061d.png


  • kamal_ aime ceci

#11
kamal_

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rjshae, try this and see if it's better.

https://dl.dropboxus...amal_reskins.7z



#12
rjshae

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It's improved, yes. There's still some moire patterns showing, but I guess that's just the nature of the texture.



#13
kamal_

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It's improved, yes. There's still some moire patterns showing, but I guess that's just the nature of the texture.

ok, good to hear as it's not apparent to me. I blame bad eyes or maybe the 1920x1080 screen resolution I have.

 

I will make an update when I can including these mipmapped textures and the self-illuminated placeables in various colors of illumination I forgot to make (gnome lumber camp portal/walls for instance).


  • BartjeD, Calister68 et rjshae aiment ceci

#14
kamal_

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September 7, 2014: added mipmapped texture files, self illuminating color variants for portal, gnomish portal, gnomish wall (wallshield), control box, imaskari golem pieces (including non-illuminated/missing crystal "off" versions). Thayan walls now have an arid/adobe texture option, thayan buildings now have a white based tint version in addition to arid/adobe and include all the self-illuminating color variants. Boulders moved from the manmade folder to the natural_objects folder where they should have been.

 

arid47.jpg


  • rjshae aime ceci

#15
rjshae

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That scene is giving me a 2001 flashback...



#16
PJ156

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They do look very fine indeed :)

 

It need an electric buzzing background sound and an alien or two though.

 

PJ



#17
Happycrow

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A golem, saying "I'm sorry, Hal, I can't do that..."