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| Manty's Brick Textures |
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| Dillpickle:
Your seems to lighten up more then Squideeys in dark.. And the only other difference was that yours were basicly Blurry edits of Squideeys. Still Keepin' Squids, but nice edit. |
| Manty:
--- Quote from: Pliny on April 14, 2011, 10:33:49 PM ---Squideey removed the candy-flare from his V2. What's the exact difference between these textures, the defaults, and Squideey's? --- End quote --- He may have removed the "candy-flare," but he added the side gradient which looks bad on ramp bricks. --- Quote from: Dillpickle on April 14, 2011, 10:55:50 PM ---Your seems to lighten up more then Squideeys in dark.. And the only other difference was that yours were basicly Blurry edits of Squideeys. Still Keepin' Squids, but nice edit. --- End quote --- 1. I don't see how these "lighten up more," everything is black transparent. 2. Mine are definitely not blurry edits of Squideey's, and you're simply stupid if you think that. Everything in this texture pack (except, of course, brickRAMP) was vectored by me in Photoshop. It is not blurry at all and these are not simply edits of Squideey's textures or the default textures. These were made by hand in Photoshop and were based on the default textures. If you can't see a difference from Squideey's or the default textures you either need to look closer or see the difference for yourself in-game. Squideey made textures that look amazing in Photoshop; I replicated these textures earlier. The downside is that while they do look good in Photoshop, they don't look good in-game (in my opinion). I prefer the regular brick stud and the normal brickBOTTOMLOOP and brickBOTTOMEDGE. |
| Manty:
To put this in extremely basic terms for those who don't understand, you can think of it this way: my textures are similar to Squideey's first texture edit. There are various differences, though, the major one being that these do not forget up your avatar. Keep in mind they both act the same way in the dark, and both lack the white lines the default textures have. |
| Squideey:
These textures are just my older ones that are just a darker version of the default. Also, just for clarification, this is why lighting can't be fixed. --- Quote from: Badspot ---Lighting does not effect the textures because they use the GL_DECAL blending mode. I do not know how to have a texture that shows the vertex color through the alpha channel and still has lighting in fixed function openGL with only one render pass. It might be possible but I don't know how to do it. If you can tell me how, I will gladly implement it. You can make the entire image darker and get rid of the white bevel, but no amount of tinkering with the texture is going to make lighting apply to a non-black print. --- End quote --- |
| Manty:
--- Quote from: Squideey on April 15, 2011, 12:28:24 AM ---These textures are just my older ones that are just a darker version of the default. Also, just for clarification, this is why lighting can't be fixed. --- End quote --- Essentially, yes. But I don't like how you say that they're "your older ones." They were completely re-made in Photoshop and based off the default. If I were to have just went into Photoshop and quickly edited the default textures these would be of much lower quality. Like I stated, I spent ages in Photoshop vectoring these out to get maximum quality and precision. |
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