Important note: Please make sure you are using either Bilinear or Trilinear filtering when using this mod! I reduced the size of the height, normal, metallic, and occlusion maps to save memory and they will look very bad if they aren't filtered. Daggerfall unity launch screen settings take precedence over my texture import settings so you'll have to make sure this option is set in the advanced/video options.
One thing that I noticed: The corridor just outside the room where the exit is located... the walls in the corridor seem very orange, while the original texture was not noticeably different (color tone) from the one used inside "the exit room".
Thanks for pointing that out. I reused the texture of 023_4-0 which is a greyscale version of 020_4-0 and manually changed the albedo color to save memory. I guess I didn't match the color very well
I'll get that fixed!
Thanks, downloading, btw I checked the textures by Freak and they are ok, but would be much better if they were 2x the resolution.
Walls 1024*512, floors 512x512 etc...just my opinion ofc
I'm taking that into consideration when I set the target resolution for these textures, however, all of the wall textures used in Privateers hold are scaled such that they repeat at least once on the vertical axis so a vertical size of 512 pixels will give me the 1024 pixels, so there shouldn't be an issue of aliasing on these textures. The exception to that being in the main chamber/throne room where 019_4-0 texture gets scaled up on some of the walls.
I can only upscale so much without losing significant detail, after which, the results are nearly as blurry as just letting Unity scale the texture and filter it, so I'm trying to leave the resolution as low and I can get by with to save memory and be more performant. When I start upscaling textures that extend from the floor to the ceiling, I may try another upscaling pass to see if I can get the detail up to where it needs to be.
Also, most of the textures in Privateers Hold have sparse data in the color (albedo) field, so I keep that resolution relatively low, then add detail back in using secondary normal maps which work great on rough surfaces.
Btw I try to do something with the travel map, would you be so kind and upscale this empty tab for me?
That exit text doesnt matter, I will replace it when its upscaled.
Sure, no problem! You still need the map upscaled? I'm ready to take another attempt at it.