Today, divVerent announced removing several textures from the ex2x package due to having unfinished or incorrect heightmaps / normal maps. They were good textures, and the only way they'll get added back in is if someone finishes the heightmaps for them.
I'm not good with texturing and actually tried this, but couldn't figure out how to get them done. So I'm posting them here for anyone to look at and try fixing. I find these textures very good, and imo it would be a shame and waste if they had to go (it's about 6 of them that need fixing). Some of my maps already use them too, and I don't think I can find something as good in their place. So please... if you have experience in texturing, try fixing what is needed so they can be added again!
The archive with the buggy textures can be found here:
Div's request was to make correct heightmaps for them, following the example of other textures (such as trak5x). He also posted an example image of how a texture and its height-map should look like:
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*bump!* Don't wanna bump old threads, but is there no one at all who could take a look at these please? They are very good textures like I said, and I'm sure they'd have a good use if someone could just fix their height maps is all. Please... anyone?
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we suddenly seem to lack anyone who can do this sort of thing. I am having the same problem getting the phillipk textures working.
I would give it time though. lots of people have said that they are suffering from a sever lack of time. I imagine that come summer, more people will have time to work on stuff.
(07-05-2011, 02:01 AM)Maddin Wrote: Do you still need help? I also can write shaders for it, if they are needed.
its mostly about the incorrect heightmaps / normal maps. Just give it a try help is always needed.
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07-07-2011, 02:06 PM (This post was last modified: 07-07-2011, 02:07 PM by Maddin.)
Hmm... you should invert the normalmaps! They are wrong, blue/cyan should be the bright areas and magenta/purple the dark areas. And the heightmap (which you used to make the normalmap) would also be helpful.
(07-07-2011, 02:06 PM)Maddin Wrote: Hmm... you should invert the normalmaps! They are wrong, blue/cyan should be the bright areas and magenta/purple the dark areas. And the heightmap (which you used to make the normalmap) would also be helpful.
Umm... I'm pretty sure this works well with other textures. Also, there were NO heightmaps in the package, just the bugged-out normals and diffuse textures, so I ran those through gimp's normalmap plugin.
(08-10-2012, 02:37 AM)Mr. Bougo Wrote: Cloud is the new Web 2.0. It makes no damn sense to me.
It looks better when you are first making the heightmap and then create a normalmap from the heightmap. Look at the other textures (e.g. exx) and you will see it. There you can also see what I told you about the normalmap, that blue is for bright areas and red for dark ones.
As for resizing to a power of 2, yes. divVerent specifically asked that as one requirement. Don't side them down however, I'd say. Size them up if anything, unless sizing down is only a few pixels.
<spackObot> Congratulations to Samual and Taoki, your lovescore is 98.463%!
Samual (~dioteckte@...) quit #xonotic.pickup (gonna kill myself now)