Kieme(ITA) Posted April 25, 2014 Share Posted April 25, 2014 Hi all, http://cmmods.greenasjade.net/mods/5226/details this mod changes the visual of the 8 modular buildings in game, adding new doors, details, Windows too. Brick wall and stone wall changed into HD as well. Please refer to this thread for more previews and screenshots: http://www.battlefront.com/community/showthread.php?t=114923 Note: screenshots shown at max settings, shaders on, Aris terrain mod on. Enjoy. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted April 25, 2014 Share Posted April 25, 2014 cool! Thanks, I'll try loading them up later today. 0 Quote Link to comment Share on other sites More sharing options...
Fizou Posted April 25, 2014 Share Posted April 25, 2014 Nice!!! Thanks for sharing 0 Quote Link to comment Share on other sites More sharing options...
Gurra Posted April 25, 2014 Share Posted April 25, 2014 Looks very nice! Thank you for your work. 0 Quote Link to comment Share on other sites More sharing options...
Fuser Posted April 25, 2014 Share Posted April 25, 2014 Sorry if I bother Kieme, what happens with the stock Normal maps working together with the mod...did you notice any problems? 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted April 25, 2014 Author Share Posted April 25, 2014 No bother at all. Well, I have no idea of normal maps and what they do, all I can say is that I just covered the standard textures, without changing the bluish stuff. A trick was required to cover doors and Windows but that's all (I had to use paint). Didn't see any difference, so I went on like that. The only problems I saw concern shaders, but these were there even without the mod, sometimes they behave sometimes they just go nuts and you get bad shades. 0 Quote Link to comment Share on other sites More sharing options...
Fuser Posted April 25, 2014 Share Posted April 25, 2014 Ok, thanks for the quick response. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted April 25, 2014 Author Share Posted April 25, 2014 You're welcome. Out of curiosity I just checked what this is, loaded a program called crazybump and created a normal map out of one of the custom facades I made for the mod, the map looked much more complex and detailed than the vanilla normal map. Well, I renamed the stuff and placed it in mods, not a change visible in game, so I wonder if these actually work or what. 0 Quote Link to comment Share on other sites More sharing options...
Fuser Posted April 25, 2014 Share Posted April 25, 2014 They work. Shaders must be ON. But the effect is subtle to say the least. Normal maps in terrain textures wiould be simply amazing...as they would add a 3d effect to the soil. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted April 25, 2014 Author Share Posted April 25, 2014 I see, well, I did try it, and really didn't notice anything, a pity since I just realized that there's a program that creates them out of nothing from the original image.. maybe future Patches will improve shaders and their effects I don't know. Yes, I would definitely see them as ground if the effect would be visible. 0 Quote Link to comment Share on other sites More sharing options...
Lets_All_Fight Posted April 25, 2014 Share Posted April 25, 2014 Beautiful. Looking forward to trying them out. Here's a question, would it be possible to reskin one of the wooden fences - perhaps using the tag system - to make it look like low metal railings? I know it would still be a wooden fence in reality but it might look quite nice on an urban map. 0 Quote Link to comment Share on other sites More sharing options...
Zatoichi Posted April 25, 2014 Share Posted April 25, 2014 Great work - thanks! 0 Quote Link to comment Share on other sites More sharing options...
Offshoot Posted April 26, 2014 Share Posted April 26, 2014 If you want to see the effects of a normal map in-game, just add a temporary modded file of the associated colour texture that is plain grey. This will help you to see better the shading effects being driven by the normal map. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted April 26, 2014 Author Share Posted April 26, 2014 Thanks for the suggestion, but which kind of grey should I use? Lets, I thought about that, did some experiments with the stick fence, and also with the standard stone/brick walls. Nothing to do, seems to me a new model is required. I agree that a low metal railing, maybe with some stone/brick at the bottom, would perfectly fit the urban environment, but unfortunately that's too extreme to mod, a new model and some coding would be needed (transparency, LOS interaction etc.). Let's hope BFC adds this as maybe a fourth wall type or a new fence kind in next modules. 0 Quote Link to comment Share on other sites More sharing options...
Collingwood Posted April 26, 2014 Share Posted April 26, 2014 Wonderful. Thank you very much Kieme. 0 Quote Link to comment Share on other sites More sharing options...
Offshoot Posted April 26, 2014 Share Posted April 26, 2014 Thanks for the suggestion, but which kind of grey should I use? I use a mid or slightly lighter grey. Absolute values aren't important so I've never check percenatges or RGB info. You're just after something that has no colour info but will provide enough contrast so that the shading caused by the normal maps is readily visible (not too bright, not too dark). 0 Quote Link to comment Share on other sites More sharing options...
Lets_All_Fight Posted April 26, 2014 Share Posted April 26, 2014 Thanks for the suggestion, but which kind of grey should I use? Lets, I thought about that, did some experiments with the stick fence, and also with the standard stone/brick walls. Nothing to do, seems to me a new model is required. I agree that a low metal railing, maybe with some stone/brick at the bottom, would perfectly fit the urban environment, but unfortunately that's too extreme to mod, a new model and some coding would be needed (transparency, LOS interaction etc.). Let's hope BFC adds this as maybe a fourth wall type or a new fence kind in next modules. Ah well. Thanks for looking. I think something like this will be important as the series goes on. 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.