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Dropbox it is then.   ENJOY

Another progress report:     Another question, tactical markings, yay or nay?   Example: http://i.piccy.info/i9/b8c123787bcaa4f484acfffc80f947e5/1421705561/24359/857457/6.jpg

After several stages I think I've found what looks most authentic in CMBS's lighting (T-90AM in the middle):  

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  • 2 weeks later...

There are really very limited ways one can take these screens. I found that adding vehicle information clutters the screen, adding real images breaks the continuity with in-game graphics (at least for me), so the only coherent way is sort of what I did above. 

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Normal maps can be generated from the texture map you have already edited. You simply put your newly edited texture through a program which will automatically generate a normal map. How much bump you will get on the final model will depend on the inputs settings you dial in during generation. These settings are fairly simple but depending on what it is you are creating, the settings dictate how much bump your require. So soft materials, like thick socks for example, will benefit from different settings from those required to generate hard flat metal objects. Thus some experimentation may be required, with extreme settings to see the difference. This is especially true if you are new to bump mapping.

Crazy Bump is excellent and the one I have always used. The reason is because of the almost industrial standard quality of the maps, though someone working in the industry may claim there are better, I don't know. http://www.crazybump.com/

As I understand it, most modders with Photoshop generate a map through the Nvidea plugin. It works pretty well - I just prefer the program above.

Another possibility is Blender (3d modelling suite) or tools for free game engines like Unity (all free). They will almost certainly have their own tools for generating maps and I expect they will produce excellent results. 

Hope that helps other than to say I wouldn't sweat too much over it, once you've generated a few maps you'll get the hang of it  and it becomes a very straightforward process.

 

 

Edited by The Steppenwulf
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Here are texture packs with re-worked MBT sights and other minor details. Some things I could not correct as they are texture bugs. 

https://www.dropbox.com/s/yzhnlflofedmlh8/RA-regulation%20standard%20%28markings%2901.brz?dl=0

https://www.dropbox.com/s/hopst99kaa4lid1/UA-regulation%20standard%20%28markings%2901.brz?dl=0

You will have to delete two previous markings .brz files and insert these new ones.  

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  • 2 weeks later...

That would require me to rehash every single texture on the Ukranian and Russian sides. Nothing complicated, just very monotonous work. I'll keep this in mind for when I get mode time or more demand :). 

Just out of curiosity, why do you not like the markings? 

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  • 1 month later...
On ‎2‎/‎28‎/‎2016 at 7:46 AM, BTR said:

Here's version 0.1. I've added a bit of flavor to several models, trying not to go overboard. Ukrainian army is not so hot on tactical markings, instead, "aggressor lines", emblems and country regalia are their hot stuff. Preview

Download: https://www.dropbox.com/s/jmtsetusndnkygb/UA-regulation standard(markings).brz?dl=0 

I am really hoping Kieme will touch on this as well ;)

Is this the latest version including the mods made some months ago last year?  Those old links don't seem to work.

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  • 11 months later...
On 02.04.2016 at 2:05 PM, BTR said:

Here are texture packs with re-worked MBT sights and other minor details. Some things I could not correct as they are texture bugs. 

https://www.dropbox.com/s/yzhnlflofedmlh8/RA-regulation%20standard%20%28markings%2901.brz?dl=0

https://www.dropbox.com/s/hopst99kaa4lid1/UA-regulation%20standard%20%28markings%2901.brz?dl=0

You will have to delete two previous markings .brz files and insert these new ones.  

update your links pls:rolleyes:

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  • 4 months later...

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