2nd test map using blender 2.63 - mountain path.

2nd test map using blender 2.63 - mountain path.

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enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

2nd test map using blender 2.63 - mountain path.

Post by enetheru »

OK so braving the the forums once again.

I've been testing the capacity of blender to delivering high quality resources, I know its not popular.. its what I enjoy.
unfortunately I havent access to a pc that can run spring with textures until next weekend.(using a corei5 with SOC graphics.. all maps a grey) :(
would appreciate any constructive criticism on the graphical quality of the textures as they appear in game..

The only other application I used was gimp, for composing the splat detail and texture channels together.

https://docs.google.com/open?id=0B6SoY6 ... lBweTJzTUk
35.8 Mb zip file containing:
blend file with packaged textures so it is stand alone.
2048x2048 texture
2048x2048 distribution
512 splat
257x257 16bpp height

all images are tiff
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: 2nd test map using blender 2.63 - mountain path.

Post by smoth »

Use what you like, this is a hobby after all.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: 2nd test map using blender 2.63 - mountain path.

Post by Beherith »

I opened the archive, and here are a few things I might point out:
Splatting works best when the high frequency noise bits of the underlying texture are toned down a bit. The cliff edges are also a bit too noisy for SSMF, but otherwise, it looks nice. Also this map size is tiny.
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enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: 2nd test map using blender 2.63 - mountain path.

Post by enetheru »

Beherith wrote:I opened the archive, and here are a few things I might point out:
Splatting works best when the high frequency noise bits of the underlying texture are toned down a bit. The cliff edges are also a bit too noisy for SSMF, but otherwise, it looks nice. Also this map size is tiny.
thanks behe, I just found info for why my pc wasnt displaying the textures, its to do with s3tc and open source drivers, got it fixed now thanks to wiki and forums, so can debug the noise in the height map and ssmf stuff now..

Should be able to produce better quality works next week. packaged up for general consumption..
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