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#1
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Ali please,
would you make a simple test 4 the community? Try to load into CloD this sole texture palette.jpg just to verify the output given by game shaders. It's a waste of time create a patchwork if we can't control the output color. As I told before, I sampled the colors in this way. test2.jpg Thanks Last edited by pupaxx; 06-10-2011 at 10:10 PM. |
#2
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Ali Fish, your screenshots actually give me a more realistic impression than what is currently in game.
I hope you ARE treating these as diffuse textures however. Do not expect shaders or normal maps to add all the detail for you, most of it is always in the diffuse. You need to fill those tiles out with detail and or real image overlays. Keep it up, in any case. ![]() |
#3
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Ali, can't you release at least the darker trees first, please, while you're working on a full terrain mod?
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#4
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the thread titles Forrest Green is a darker trees mod. no point in having 2.
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#6
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Hey Ali,
I catched your secret! U re not alone anymore! ![]() ..just some test to evaluate how shaders alter the color palette... I think googled picts are a good base to start. I have some rudiment in 3dsmax and renderings, I think the 'Field' material in Clod is too much reflessive, it should be a matte material. dds_test.jpg but I have no idea how shaders work ![]() I'll post more later |
#7
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haha good stuff
![]() shaders : diffuse = texture alpha of diffuse = NO IDEA. maybe lighting orientated (specular brightening ?) _N variation files are the normal channells. (RGB specific) and they produce an element of height mapping to the texture from the general lighting. |
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