1024px² handpainted.
Looks best if the shader does the alpha blend thing (like in Trem).
http://files.acidtu.be/unv/particles_0. ... /creep.tga
ugly preview (looks better ingame)
1024px² handpainted.
Looks best if the shader does the alpha blend thing (like in Trem).
http://files.acidtu.be/unv/particles_0. ... /creep.tga
ugly preview (looks better ingame)
That looks nice. Do you have normal maps for it?
The texture already includes shading and reflections (which is the job of the normal and specular map in our engine), so it doesn't quite work for us. We'd need a setup with diffuse, specular and normal map where the diffuse map only stores the color. Looking quite good for a trem-era texture though.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Is the lighting of decals a planned feature?
I think they already use the lightgrid for that.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction