Forged Alliance Forever Forged Alliance Forever Forums 2014-09-13T18:00:55+02:00 /feed.php?f=53&t=5149 2014-09-13T18:00:55+02:00 2014-09-13T18:00:55+02:00 /viewtopic.php?t=5149&p=80594#p80594 <![CDATA[Re: Custom Textures (Layers) too strong]]> Statistics: Posted by nine2 — 13 Sep 2014, 18:00


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2014-09-13T15:31:06+02:00 2014-09-13T15:31:06+02:00 /viewtopic.php?t=5149&p=80589#p80589 <![CDATA[Re: Custom Textures (Layers) too strong]]> Statistics: Posted by nine2 — 13 Sep 2014, 15:31


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2013-09-16T04:29:55+02:00 2013-09-16T04:29:55+02:00 /viewtopic.php?t=5149&p=53921#p53921 <![CDATA[Re: Custom Textures (Layers) too strong]]> Statistics: Posted by Lionhardt — 16 Sep 2013, 04:29


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2013-09-15T16:17:30+02:00 2013-09-15T16:17:30+02:00 /viewtopic.php?t=5149&p=53900#p53900 <![CDATA[Re: Custom Textures (Layers) too strong]]>
Lionhardt wrote:
I began experimenting with custom made layer textures, as the editor is missing a layer texture with a saturated brown tone that is not a rocky texture. The result was not quite pleasing though. My custom texture is way too strong and shines through all the other layers on top of it. Does anybody know what I might need to do to fix this?

What Strata Layer is this? Because if this is the 'lower stratum' it could explain the blending.

Lionhardt wrote:
Also, I used paint.NET tu edit my texture. Is this godod tool for textures at all? I ask because for heightmap editing you need a program that supports 16 bit color coding, else you will get bad heightmaps.

Paint.NET and Gimp are both useful tools but if you want to creat really high level Textures you should work with 16 bit images. That's actually the reason why the gaming industry uses pretty much exclusively dds files. It doesn't only saves so much space, it's also is the best way to convert a 16 bit to a 8 bit image without loosing much quallity. So working in 16 bit when it comes to textures is todays standard.
I took a look at your texture and it's way too dark.
A big percentage of it is at 0,0,0 or close to it. The engine can not lit those parts up. 0 stays 0. In general you want your textures to have a middle ranged brightness so the engine can dynamically darken or lighten it up.

Statistics: Posted by Deep_ — 15 Sep 2013, 16:17


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2013-09-14T11:08:35+02:00 2013-09-14T11:08:35+02:00 /viewtopic.php?t=5149&p=53840#p53840 <![CDATA[Re: Custom Textures (Layers) too strong]]> Statistics: Posted by ColonelSheppard — 14 Sep 2013, 11:08


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2013-09-14T08:15:06+02:00 2013-09-14T08:15:06+02:00 /viewtopic.php?t=5149&p=53838#p53838 <![CDATA[Re: Custom Textures (Layers) too strong]]>

Statistics: Posted by Krapougnak — 14 Sep 2013, 08:15


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2013-09-13T17:26:58+02:00 2013-09-13T17:26:58+02:00 /viewtopic.php?t=5149&p=53810#p53810 <![CDATA[Re: Custom Textures (Layers) too strong]]> Statistics: Posted by Lionhardt — 13 Sep 2013, 17:26


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2013-09-13T17:07:49+02:00 2013-09-13T17:07:49+02:00 /viewtopic.php?t=5149&p=53809#p53809 <![CDATA[Re: Custom Textures (Layers) too strong]]> Statistics: Posted by Plasma_Wolf — 13 Sep 2013, 17:07


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2013-09-13T14:48:22+02:00 2013-09-13T14:48:22+02:00 /viewtopic.php?t=5149&p=53803#p53803 <![CDATA[Custom Textures (Layers) too strong]]>
Here are two screenshots comparing a default texture and mine plus the texture I made.

Also, I used paint.NET zu edit my texture. Is this godd tool for textures at all? I ask becuase for heightmap editing you need a program that supports 16 bit color coding, else you will get bad heightmaps.

I had to rar the DDS, as that extension is not allowed to upload in the attachments.

Statistics: Posted by Lionhardt — 13 Sep 2013, 14:48


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