Tuesday, September 28, 2010

Nos' Tower - New Textures Part II

Did some tinkering this evening, and seem to have worked out some of the glow problem:

Seems to be largely in the lighting balance. More, lower powered lights don't cause the glow.

Of course, knowing that using the high powered lighting makes it look like a disco throwback could come in handy at some point...

In that last screenshot, you can see another issue. That being that the textures do not blow up well. Look fine in 1x in the image editor, but blow it up to full Fallout size and you get that jagged, low-res crap.

I'm tossing around the idea of re-working the textures. Taking the base that I started with, enlarging to say twice normal size, and doing the marble job to it again.

Trouble is, I've got to be careful or this thing becomes a resource hog. Be pretty bad to not even be able to use my own damned mod.


  1. Good yab Mon, Thats looking alot better. At least it doesnt look like a disco floor anymore. Rich darkness looks so much better to me, but then that could just be my dark side showing again.

  2. I agree with the Sgt. on all counts. Looking much better. As for the resource hogging, how about doing two versions, one low-res and one high-res?

  3. Hey, I agree on the rich darkness. Believe me, guys, if I wasn't sure I'd get stuck with the remodeling bill when I moved out, I'd have long since covered the walls of my bedroom in black marble-wannabe contact paper.

    High-res textures not going to be happening immediately. I tried it, and while it technically worked, it made things like ten times worse. The game joins the room pieces together weirdly, and it leaves a hugely noticeable seam. To make high-res work, I'll have to completely rework my source images.

    For the near future, I think I'm going to cop-out and just blur the edges of the tiles so that they don't have an obvious seam anymore. Spend my time working on the building itself; revisit the "better" textures later on.

    Shame none of my damned ideas ever work out.