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Re: DaggerXL texture replacement project
Posted: Tue Sep 26, 2017 10:27 am
by Nystul
maybe it is wrong uv mapping of daggerfall data there? there are lots of such cases
Re: DaggerXL texture replacement project
Posted: Tue Sep 26, 2017 10:49 am
by quasifex
Guys, it's just a mistake AlexanderSig did in one of the brick textures
![Smile :)](./images/smilies/icon_e_smile.gif)
. I don't know if he fixed it already (not checked last pack yet). If not, he needs to make a square selection of the brick area and rotate it 180 degrees.
Re: DaggerXL texture replacement project
Posted: Tue Sep 26, 2017 10:54 am
by VMblast
@quasifex
Good to know where was the problem. Cheers.
![Wink ;)](./images/smilies/icon_e_wink.gif)
Re: DaggerXL texture replacement project
Posted: Tue Sep 26, 2017 1:03 pm
by MrDowntempo
AlexanderSig wrote:VMblast wrote:@AlexanderSig
Good job on the wall textures.
Tho I have suggestion for the wood floor. Since this should be standard planks, they are always set one lower-one higher (interlocked) and not parallel.
Yes! I have changed that for set 428.
Texture set 166 has almost the exact same floor/ceiling so may as well show off the floors here.
I decided to not include the cracks in the walls because this way it tiles much better.
![Image](https://i.imgur.com/poxDmcU.png)
Would it be possible to include a cracked version of the graphic as well and have the engine use that one randomly like 10% of the time?
Re: DaggerXL texture replacement project
Posted: Tue Sep 26, 2017 2:08 pm
by AlexanderSig
quasifex wrote:Guys, it's just a mistake AlexanderSig did in one of the brick textures
![Smile :)](./images/smilies/icon_e_smile.gif)
. I don't know if he fixed it already (not checked last pack yet). If not, he needs to make a square selection of the brick area and rotate it 180 degrees.
Oops, will get on it.
MrDowntempo wrote:Would it be possible to include a cracked version of the graphic as well and have the engine use that one randomly like 10% of the time?
Maybe someday, would love to do it but would require programming skills that I do not have.
Re: DaggerXL texture replacement project
Posted: Tue Sep 26, 2017 2:24 pm
by TheLacus
It would be easier to just create improved building meshes, which is probably going to happen anyway.
Re: DaggerXL texture replacement project
Posted: Tue Sep 26, 2017 4:49 pm
by MrDowntempo
Probably right. That would be a superior solution.
About the actual art, I think, like the previous wall work, that the shadow for the chair-rail and crown molding is too thick. It's only one pixel in the original and that feels right. To scale, the new texture has a 3 or 5 pixel shadow which just feels far too deep to me.
Re: DaggerXL texture replacement project
Posted: Tue Sep 26, 2017 5:01 pm
by AlexanderSig
Old:
![Image](https://i.imgur.com/5QFax7y.png)
Re: DaggerXL texture replacement project
Posted: Tue Sep 26, 2017 5:08 pm
by MrDowntempo
AlexanderSig wrote:Old:
![Image](https://i.imgur.com/5QFax7y.png)
Gorgeous, and a phenomenal improvement over the original!
Re: DaggerXL texture replacement project
Posted: Tue Sep 26, 2017 6:52 pm
by King of Worms
Guys!
Im lost, lots of new stuff and many versions. My last unreleased update is with the 210_12-0 & 210_13-0 lights from PAGE 7. Thats v0.3 and that is sitting at my HDD. Id like to upload this v0.3 which would include all the stuff which was added laters but I dont want to miss anything or include bad version...
also, there seems to be a problem with inverted red bricks in the interrior set 340 - so that should be solved before adding it to the pack.
I added those grey bricks from AlexanderSig (324_1-0 and 324_0-0) as well now.
AS IT LOOKS NOW - only thing I miss is the 340 set updated with reversed bricks by AlexanderSig... rest of the work is unreleased yet.