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Author Topic: Ideas for complete texture rework  (Read 1642 times)

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Offline [archive] Beerdude26

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Re: Ideas for complete texture rework
« on: January 25, 2007, 02:01:00 PM »
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  •                 So, some of you who may have read my threads or others that I have posted in may know that I'm currently adding bumpmapping to every texture in VTMB. Now that I know it is completely possibly using them ingame (so my time isn't a gigantic waste tongue ), I'm now thinking of a system to identify and modify a texture so I can see how it looks like ingame immediately.
     
     My idea is:
     Tag EVERY texture with a unique string, for example a brick wall texture would get "BRICKWLLA" slapped on it so I can immediately look it up in the materials list and modify it and then be able to immediately check it out ingame.
     
     PROS:
     -Great control over textures
     -Able to immediately check ingame if it looks good
     -Seems most time efficient ?
     
     CONS:
     -Have to effectively remake EVERY texture twice, once for the tags, secondly for the bumpmaps (and then finally check ingame if it looks good).
     
     Any other ideas?                        

     

                                                      

    Offline [archive] owen_twistfield

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    Re: Ideas for complete texture rework
    « Reply #1 on: January 25, 2007, 07:06:00 PM »
                    In Reply To #1
     
     Sorry,
     
     I am somewhat new to this all. So this answer is not what you might expect.
     You talked about adding bump mapping to very texture. I always had the idea that bump mapping was used for everything in Bloodline.
     I know the werewolf is bump mapped.
     Basically I just want to know you achieve bumpmapping for the other textures?                        

     

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    Offline [archive] Beerdude26

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    Re: Ideas for complete texture rework
    « Reply #2 on: January 26, 2007, 07:21:00 AM »
                    In Reply To #2
     
     A lot of the textures aren't bumpmapped, say 200 or 300 of all the textures have them (they are seperate files who are as big as the textures themselves, but with a _bump or _normal suffix). Some of the textures would look absolutely great and/or have much better depth with bumpmaps.                        

     

                                                      

    Offline [archive] owen_twistfield

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    Re: Ideas for complete texture rework
    « Reply #3 on: January 30, 2007, 05:36:00 PM »
                    In Reply To #3
     
     If you would add a line to every texture line it would be a tremendous amount of work(unles you use scripting of course like: keep file name and add this string).
     But then you would have a wopping big amount of data.
     
     Urg seems a lot of work  to get that working                        

     

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    Offline [archive] Tessera72751098

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    Re: Ideas for complete texture rework
    « Reply #4 on: January 31, 2007, 07:19:00 AM »
                    I'd keep things like load times, texture swapping and other lag issues in mind.
     
     In the case of character models, so far as I can tell they mainly rely on the mesh for different heights. I haven't dug into them enough to know for sure.
     
     I'm also interested in alpha maps.
                           

     

                                                      

    Offline [archive] WardukeX

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    Ideas for complete texture rework
    « Reply #5 on: February 01, 2007, 01:24:00 AM »
                    Phew.. good luck with this project.  If you can manage to find some kind of a compiler / decompiler tool with sort features it might make it a little quicker.  I have never done a big undertaking so im just guessing.  I have to admit though that a whole game retexture would be awesome.  Even if it ends up a 3 gigabyte download most folks have broadband so it would be feasable at least happy