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-   -   Texture Mod (http://www.soldak.com/forums/showthread.php?t=38166)

Bluddy 05-10-2019 10:42 AM

Texture Mod
 
So this isn't really meant to be a mod -- really it's an illustration of how DL can look with improved textures. As I discussed in the graphic issue thread, the biggest problem graphically is that the grass textures are very noisy with high contrast. This is an attempt to fix that with my own free textures.

So far, I've changed just 3 grass textures and their normal maps. I've tried a couple of other ones that weren't so successful.

Here's an example of what it looks like with the mod so far, and the zip file with the textures is here. Drop this file into your Din's Legacy\Expansions\Hardcore\Assets folder. Of course you can just remove the zip file at any time to stop using the new textures.

Shadow 05-10-2019 07:27 PM

Interesting. I think next week I'm going to take a look at some graphics stuff.

Bluddy 05-12-2019 02:15 PM

Quote:

Originally Posted by Shadow (Post 85110)
Interesting. I think next week I'm going to take a look at some graphics stuff.

That'd be great. I'd say the most bang for the buck would come from getting the shadow map code working well (this code can be translated to ARB programs), and getting small grasses and bushes to shake when anything passes near them, making it feel like they're really there.

I've also updated the 'mod' to have all the grass textures now.

Bluddy 05-12-2019 09:53 PM

BTW feel free to use whichever of these textures you want Shadow. I spent some time testing different versions to see what would work well. The grass ones were the main issue, but if I run into some others I think could use some work, I'll see if I can gradually replace them (I'm constantly looking around for good looking textures in my daily life. It's a weird mode to be in :) )

Bluddy 05-13-2019 06:08 PM

Quote:

Originally Posted by Bluddy (Post 85118)
That'd be great. I'd say the most bang for the buck would come from getting the shadow map code working well (this code can be translated to ARB programs)

BTW I think switching to glsl shouldn't be difficult. You can use the compatibility profile, which allows mixing and matching of old and new paradigms.

Shadow 05-14-2019 02:41 PM

Quote:

Originally Posted by Bluddy (Post 85118)
I've also updated the 'mod' to have all the grass textures now.

I still only see 3 textures in the mod.

Bluddy 05-14-2019 02:54 PM

Quote:

Originally Posted by Shadow (Post 85134)
I still only see 3 textures in the mod.

Hmm... looks like google drive hashes each version of a file, making a link specific to one version. I changed it to point to the containing directory now, so any updates should be reflected. So you should be able to see the latest version now.

BTW I also fixed the normal maps of the first textures (they were reversed before, not showing the grass blades properly.)

Bluddy 05-15-2019 12:17 PM

FYI, I messed up the normal maps for the grass textures by putting regular images in there, which caused the textures to be overly darkened. Drove myself crazy with that for about an hour.

Fixed now.

Bluddy 05-16-2019 03:54 PM

Added the improved burnt tiles + a new tropics leaves ground texture (tropic06).

Castruccio 05-19-2019 05:24 PM

I played with this mod for most of the week after having played with the default ground textures all of last week. I have to say, I think the mod is a big improvement. Something like it should probably be incorporated into the game before release. It makes the screen feel less busy, and since the game's visuals are already so busy, this mod is a big improvement in clarity. I encourage people to try it for a few hours and see what you think.


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