Official Texture Pack for FC

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fr0stbyte124
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Re: Official Texture Pack for FC

Post by fr0stbyte124 » Mon Jan 21, 2013 5:12 pm

For traditional blocks yes. One thing we didn't even consider is texture patterns larger than 1x1 tiles. What do you think about that?

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Re: Official Texture Pack for FC

Post by hyperlite » Mon Jan 21, 2013 6:54 pm

How you texture a model like dis plane

Image


Some of the textures for these seem bland.

Look at all the planes on the Manus forum.

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Re: Official Texture Pack for FC

Post by  ҉  » Mon Jan 21, 2013 6:58 pm

hyperlite wrote:How you texture a model like dis plane

Some of the textures for these seem bland.

Look at all the planes on the Manus forum.

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You do it by taking Manus's skin and coloring it differently.
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Re: Official Texture Pack for FC

Post by Iv121 » Tue Jan 22, 2013 2:19 am

Yea for some reason textures for models never have noise. I dunno if it's an engine limitation or just general laziness by the texturers but it makes the models look unrealistic and the lack of shadows and proper lighting make it look like it was pasted into the picture. Is it possible to add lighting to entities ? If not I guess painted shadows will help a bit but it won't be enough to make it look as part of the whole.
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Re: Official Texture Pack for FC

Post by fr0stbyte124 » Tue Jan 22, 2013 2:38 am

If a texture has no noise, it is because the modeler didn't add noise to the texture. The engine's got nothing to do with it.

Vanilla minecraft has no directional lighting. It's ambient light level is determined by the level on one of the air blocks it is occupying. When an entity clips a wall and turns black, that is the reason. We could add it if necessary, but directional block lighting will complicate matters.

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Re: Official Texture Pack for FC

Post by Iv121 » Tue Jan 22, 2013 6:55 am

Well it's like 1 button click and makes the texture much more realistic, why won't they use it ?
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Re: Official Texture Pack for FC

Post by fr0stbyte124 » Tue Jan 22, 2013 11:19 am

You know, most people (as in 3D artists) make textures in photoshop. I think you are all pretty weird for doing it in Paint.

Anyway, side topic:
Should our official texture pack additionally contain normal/specular maps? The default is still Minecraft-style shading, but fancy lighting will likely be one of the graphical options.

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Re: Official Texture Pack for FC

Post by Iv121 » Tue Jan 22, 2013 12:31 pm

I DO it in Photoshop ... It's one click in Photoshop to add noise, and for the record I can do it in paint, it's working with pixels (it will take more time though).

If you think you can make maps code-wise it will allow us to do very neat effects (such as gaps between the plating which will make it look more 3D ). Actually when I think about that it will look a bit weird on big ships from the distance without something like connected textures to increase the distance between the gaps). Same goes for applying shine to big metal planes (which will also make the ships look more realistic). Actually it was dumb of me not to write it before but it will allow us to add actual texture to the texture (Or we can keep using noise for that )
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Re: Official Texture Pack for FC

Post by Prototype » Tue Jan 22, 2013 12:35 pm

I use paint.net because photoshop costs money, which I need for other things.

Also in terms of minecraft textures, there is nothing that I would need photoshop to do.

For big metal planes, if you want them to shine, just give each type of block a reflectance factor, but noise would also do if the previous is impossible/impractical/rubbish
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Re: Official Texture Pack for FC

Post by Iv121 » Tue Jan 22, 2013 1:05 pm

Noise won't make things shine, noise gives texture.
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Re: Official Texture Pack for FC

Post by fr0stbyte124 » Tue Jan 22, 2013 1:10 pm

Prototype wrote:I use paint.net because photoshop costs money, which I need for other things.
Photoshop costs money? Since when!?
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But yeah, we can do the shiny without any difficulty, though at least starting out it would only reflect sunlight and not torches. Relief mapping is really cheap if the depth is fixed (2 fixed steps), and I have a good implementation of it. I'll show how to generate the displacement textures once that part is ready, so just keep it in mind for now. Also, I'd like to restrict the fancy looking effects to special materials like hulls and not just stick it on every random thing, but normal mapping is probably fine.

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Re: Official Texture Pack for FC

Post by Iv121 » Tue Jan 22, 2013 1:25 pm

I was talking mainly about hulls. The reflections will make it look nice but it will need to reflect once on a big surface and not individually on each block (this you can do with normal textures and it won't look good)
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Re: Official Texture Pack for FC

Post by fr0stbyte124 » Tue Jan 22, 2013 1:59 pm

Specular lighting is calculated once per pixel per influencing light source. Normal+specularity maps help define how and to what magnitude lights play across the surface of the material. I'm not positive, but I think that is what you were talking about.

Also be careful not to confuse specular lighting with reflection, as they have different connotations.

Specular highlights
Image

Diffuse screen-space reflection (Sonic Ether shader)
Image

The former is cheap and has been around forever, and the latter is a Cry Engine 3 technique which I am in no hurry to implement.

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Re: Official Texture Pack for FC

Post by Iv121 » Tue Jan 22, 2013 3:17 pm

No I don't ask for implementation of mirrors, I'm talking about specular maps which create an effect of reflection.
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Re: Official Texture Pack for FC

Post by Dr. Mackeroth » Wed Jan 23, 2013 11:23 pm

Fr0st, when you say "per pixel", do you mean Minecraft's giant 6 cm pixels? (Each pixel on a Minecraft block is 6.25 cm in length)
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