#81
13 августа 2008 в 23:18
А Specular map поддерживается ? Если да ,то skin_specular ?<br />Ищо можна этот кожный материал адаптировать под руку держащую модель, а-то шершавый как стены :D
#82
14 августа 2008 в 01:12
Ищо можна этот кожный материал адаптировать под руку держащую модель, а-то шершавый как стены<br />Чем я щас и занимаюсь...
#83
21 августа 2008 в 15:19
I am organizing all collected textures into "overrides.pk2" and "textures.pk2", creating *_bump.tga and some *_light.tga files to see what Berserker@Quake2 looks like. Image quality varies greatly from Excellent to "A Near Miss", but looks better overall than blurry images. I will post radom screenshots on http://www-personal.umich.edu/~jimw/q2/index.htm<br /><br />So Far: - overrides.pk2 (162 MB) - textures.pk2 (739 MB)<br />I like what I see. Many people will not. I am a Collector not an Artist.
#84
21 августа 2008 в 15:24
Just_Jim, i will download this soon ;)<br />Jim, how are you sorted to textures and overrides? Are you looked to my ReTexture_uncompleted.pk2?
#85
21 августа 2008 в 15:26
So Far: - overrides.pk2 (162 MB) - textures.pk2 (739 MB) is not uploaded - WIP
#86
23 августа 2008 в 20:37
hm, hi just_jim could i have your 2 new pk2's can't find it on your site...<br />i love berserker@q2 all of you did GREAT WORK! respect!
#87
24 августа 2008 в 17:51
I have uploaded overrides.pk2 (178 MB) and textures.pk2 (728 MB) to:<br />http://www-personal.umich.edu/~jimw/q2/index.htm<br />See - August 24, 2008<br />There are installation instructions and some screenshot.<br />I fixed alot of errors and texture miss-matches. Please post your corrections and better textures on this thread so I can improve these packs.
#88
25 августа 2008 в 02:26
Just_Jim, do you make the height-textures?<br />Parallax so much important, as well as bumpmap.
#89
25 августа 2008 в 05:15
Yes, I think I do. I am using nVidia plugin for PhotoShop and it has a heightmap option. When I generated *_bump.tga for "grass" textures I made .fx file with the token word parallax for each texture. The "grass" looks good in Game.<br />Here is an example:<br />http://www-personal.umich.edu/~jimw/q2/hi-res/B@Q2/grass1_3.zip<br />Is this correct?
#90
25 августа 2008 в 08:12
Just_Jim<br />if you place you heightmap in alpha channel in diffuse then it will be correct.in alpha *_bump.tga always dispose specular.