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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Re-texturing All of VtMB  (Read 8726 times)

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #30 on: January 25, 2017, 02:03:36 am »
Ok, no.

Some decals need new VMTs.

Example: Blood spatter by Mercurio. It's not on a decal entity, it's on a func_illusionary because it's dynamic.

$basetexturetransform just messes up decals, whether it's a blood splatter from a gun shot, or a wall poster. It can't be in their VMTs.

But the one by Mercurio is being used as a face texture, so it does need it, or it looks wrong.

That means a new VMT, because it can't share the texture with the dynamic blood splatter. No big deal.
« Last Edit: January 25, 2017, 02:27:05 am by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #31 on: January 25, 2017, 02:41:04 am »
Yeah this means before I progress on much else I'm going to recompile every map and fly around with "noclip" to see if I can spot any oddities that need fixing...

This is gonna take a while, fortunately I decompiled all the maps last night..........

Offline coyotekin

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Re: Re-texturing All of VtMB
« Reply #32 on: January 25, 2017, 06:04:11 am »
I'm not a modder by any means, but this looks like a lot of hard work, time, and passion went into all of this. I'm looking forward to taking advantage of this sure-to-be amazing mod when it is ready. :)

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #33 on: February 06, 2017, 06:50:40 pm »
Judging by a few tests, it looks like high res textures can make models look better, but some of them need to be reworked or redone entirely because resizing them doesn't get rid of pixelation if it's actually part of the image.

So looks like I'll be doing those too, but instead of mass scripting them I will just do them one by one. Models need a special touch, moreso than the world textures.

This should make repainting models easier, since larger resolution will allow me to draw better onto the model (lower resolution distorts/blurs the 3D painting process).
« Last Edit: February 06, 2017, 07:35:40 pm by Icicle »

Offline Veritas Volpe

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Re: Re-texturing All of VtMB
« Reply #34 on: February 12, 2017, 08:24:45 pm »
Wow, I had being wondering when I would play VTMB again. You just gave me a motive. Looking forward for this. Nice work!
« Last Edit: February 12, 2017, 09:23:48 pm by Wesp5 »

Offline _IZAC_

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Re: Re-texturing All of VtMB
« Reply #35 on: February 16, 2017, 02:54:54 am »
It's a shame they used the trash that is the source engine, else we could add normal maps for each texture too, would look really cool

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #36 on: February 16, 2017, 03:36:28 am »
It's a shame they used the trash that is the source engine, else we could add normal maps for each texture too, would look really cool

Ya, even with all the added memory now that it's x64, I'm not bothering to bumpmap most things... it simply doesn't boost the visual quality enough to be worth the effort.  But a lot of things with spec shine on them look cooler with a little bumpmapping, since that doesn't need self shadowing... so some things will get it.  Just not the huge amount of things I had originally planned
« Last Edit: February 16, 2017, 03:38:11 am by Icicle »

Offline _IZAC_

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Re: Re-texturing All of VtMB
« Reply #37 on: February 21, 2017, 06:24:11 am »
(I avoid source at all costs these days, and I've read little scraps about Vampire being even harder :P) Is it possible to replace static props? I ask because I have re-made a few in higher detail, wondering if it'd be easy to get them in.

 

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