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  • FC Zvyozdochka
    started a topic DP glossy materials

    DP glossy materials

    I have made a pack for QRP textures (both id1 and Hipnotic ones) that adds specific glossyness to some textures and make materials look like they actual should look. No plastic-like gloss that was typical for Tenebrae, steel shines like steel, copper looks like copper, concrete and stained metal are not glossy at all.
    This pack also contains fixed normalmap for the z_exit texture and additional reflectmaps for some textures.
    Also this texture set is splitted into 2 different packs for id1 and Hipnotic, mainly for those who use Rygel's retexture for id1 maps. Others could just put both packs into id1 folder.

    This mod needs Webangel's "Reflecting overload" mod for the the best look (and I believe reflecting mod needs this one, it's a synergy ), but there is ability to work without any other mods (except QRP retexture of course).

    Download pack v1.2


    Older versions are still here:
    Download pack v1.1
    Download pack for Hipnotic maps only
    Download pack for id1 maps only


    Instructions to download from Russian filehosting:


    Here is an old WiP subject thread.
    Last edited by FC Zvyozdochka; 05-07-2012, 05:28 AM.

  • talisa
    replied
    sure, allow me to make a mediafire mirror which'll never expire

    gimme just a bit, uploading now
    will update this post with link when its done uploading

    .

    EDIT: le voila, mediafire mirror:
    FCZ GLOSSY PACK v1.2
    Last edited by talisa; 03-27-2013, 10:33 AM.

    Leave a comment:


  • hgdagon
    replied
    Could you please update the link? Or provide a mirror??

    Leave a comment:


  • FC Zvyozdochka
    replied
    Hi sean.
    Which bolts do you mean? Bolts on tech02_2 and tech02_5? I did the rest of the texture not glossy willfully. It just doesn't look like a glossy metal, more like concrete or heavily stained steel. The very same is about wmet textures - they look like concrete even though they are called "wmet".
    Such materials just should not be glossy at all, believe me, cause I'm working in metal constructions industry and I see gray, rough and unglossy sheets of steel almost every day

    Actually, when I've started to do the pack I tried to make glossmaps for wmet textures first. The idea was to make them glossy in the cracks only, cause it's where uncovered metal can be seen. The result was so ugly and molestful that I decided to delete it.
    I've managed to do something like that with metal1_4, metal4_7/8 and wmet4_7/8 textures where not cracks but spots of metal are uncovered from stain and rust. But even this effect should not be too strong, cause those bright spots of glitter on the dark texture are really annoying.
    Last edited by FC Zvyozdochka; 05-10-2012, 12:07 AM.

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  • seanstar
    replied
    Hi

    nice work.

    i like gloss textures for sure...i tried out the pack but found something strange, only the bolts
    have gloss effect even when the whole texture is metal.


    regards,


    Sean

    Leave a comment:


  • Ghostbreed
    replied
    that works great for me at least

    Leave a comment:


  • FC Zvyozdochka
    replied
    Screenshots only shows some areas brighter than usual. Result is seen well only in dynamics.

    However, here is a nice illustration:

    Leave a comment:


  • Ghostbreed
    replied
    Screens would've been nice but oh well..

    Leave a comment:


  • talisa
    replied
    yes what FC said could perhaps be the problem.

    try using this build: darkplaces-20110702.zip
    im 1000% sure FC's gloss plus reflecting&animated-only works on that build, its the build i use myself

    Leave a comment:


  • FC Zvyozdochka
    replied
    Originally posted by lucky88shp View Post
    There is one wierd thing I noticed...the command "r_texture_dds_load 1" is not recognized on my system.
    Man, it is more about reflection's overload mod, it has its own thread.
    But I think the problem is in the build you use.

    Leave a comment:


  • lucky88shp
    replied
    There is one wierd thing I noticed...the command "r_texture_dds_load 1" is not recognized on my system. It says "unknown command". I am trying to use that "animated reflections only" pk3 that splitterface uploaded on page 2 and ofcourse the "additional" shader file from the glossy pack. And I get the checkered box artifacts.
    But I definitely see the reflections when I just use this with the single shader file and no overload mod, as I tested couple of areas with and without the gloss pack v1.2. Any1 has any ideas as to why I cant use the reflections overload?
    Last edited by lucky88shp; 05-05-2012, 06:18 PM.

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  • lucky88shp
    replied
    Wow I just installed the v1.2 and it absolutely looks awesome! Amazing reflections in some places! Great work, keep it up!

    Leave a comment:


  • FC Zvyozdochka
    replied
    Originally posted by splitterface View Post
    TGA is a uncompressed and lossless texture filetype, which means the quality of the texture will always remain 100% without any kinda of artifacts or such
    DDS supports some different compression methods, and it could pure lossless. DDS advantage is built-in mip levels, which could be done with external program without any time limits which exist in realtime rendering. This eliminates the need to generate mip-levels on-the-run ingame, and could look better if engine's algorithm of creating mip-levels is worse than external.

    But this interesting fact has almost no practical significance Using uncompressed DDS with pregenerated mip-levels gives only ~1% more FPS in timedemo "demo2" while requiring 25% more VRAM when compared with uncompressed TGA.

    So I used TGA in gloss-pack.

    Leave a comment:


  • gdiddy62
    replied
    @FC I'm not having the issue I was just thinking of others.
    @splitterface Thanks

    Leave a comment:


  • talisa
    replied
    @gdiddy
    tga is better in several ways...

    its the texture filetype that loads fastest in darkplaces
    Formats supported: tga (recommended), png (loads very slowly), jpg (loads slowly), pcx, wal, lmp

    every texture/image editing program supports tga and thus everybody can edit the textures, while DDS is only supported by a handfull of programs

    TGA is a uncompressed and lossless texture filetype, which means the quality of the texture will always remain 100% without any kinda of artifacts or such. while DDS is highly compressed and thus suffers quality loss


    it is however high in filesize, but thats cuz of the fact that its uncompressed, unlike other file-types which are all compressed and will suffer small loss of quality each time they're saved which results in quite some quality loss after several times of saving

    Leave a comment:

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