Time to start piling up the bodies!
Thanks
I'm gonna make some more, They'll be at http://www.freewebs.com/wrim/blood.htm.
I'm not doing anything illegal now by sharing them on the internet... I hope. At least I think so.
So, feel kiiinda free to use them as avatars n stuff.
(If this is illegal, please tell me)
I'm gonna make some more, They'll be at http://www.freewebs.com/wrim/blood.htm.
I'm not doing anything illegal now by sharing them on the internet... I hope. At least I think so.
So, feel kiiinda free to use them as avatars n stuff.
(If this is illegal, please tell me)
I used art2tga Elric wrote for the Blood2Build project.
I've stick a bat file with it to separate out the Blood tiles into a more helpful file listing. you just need to run it in a folder with a copy of the Blood .art tiles. http://cruaich.deathmask.net/tutfiles/art2tga.zip
I've stick a bat file with it to separate out the Blood tiles into a more helpful file listing. you just need to run it in a folder with a copy of the Blood .art tiles. http://cruaich.deathmask.net/tutfiles/art2tga.zip
Just put the normal map in the same folder as the original texture name the normal map with "_norm.tga" at the end. example: tile###.tga & tile###_norm.tga.
Bump maps are named with "_bump.tga" at the end and gloss maps with "_gloss.tga" (at least I think so)
I beleive specular maps are named "_spec.tga" but I'm not sure. I don't know what hieght maps are named (or maybe hieght maps are the same thing as bump?).
Anyways you have to have some of the RT options turned on, I forget which ones. Is it just RT lights? I don't think you need RT world or RT shadows.
Bump maps are named with "_bump.tga" at the end and gloss maps with "_gloss.tga" (at least I think so)
I beleive specular maps are named "_spec.tga" but I'm not sure. I don't know what hieght maps are named (or maybe hieght maps are the same thing as bump?).
Anyways you have to have some of the RT options turned on, I forget which ones. Is it just RT lights? I don't think you need RT world or RT shadows.
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- Shadow Warrior
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DP does not support DDS files, and I very much doubt it ever will. I know LordHavoc thinks DDS is a silly format, and I'm inclined to agree, so you'll have to make do with tga, or png, textures.
The engine doesn't require DDS files for normalmapping anyhow, just take a normalmap that's been saved in a regular texture format, add the extension "_norm" to the file name, and there you go. If you want parallax/relief mapping you can insert an 8-bit greyscale bumpmap into the alpha channel of that normalmap.
The engine doesn't require DDS files for normalmapping anyhow, just take a normalmap that's been saved in a regular texture format, add the extension "_norm" to the file name, and there you go. If you want parallax/relief mapping you can insert an 8-bit greyscale bumpmap into the alpha channel of that normalmap.