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I've amassed quite a bit of .dds work in my year and a half of mapping. It's gotten to the point where I'm going to be making content that I don't have the layouts to fit. And as such, I've decided to .zip everything I've worked with and put it together according to color. Some of these assets (such as the Acid) are already uploaded somewhere. But I think there's so much stuff that I have made myself, that it'd be nice to just collect it all.
Here is the link (Dropbox) to all the assets I use.
If you want to know what this contains, here are some pictures:
LOTV Aiur Temple Manmade Cliffs re-textured to be snowy, fits perfectly with Shakuras Temple and Nova Snow doodads.
Enough textures for a full Tal'darim Tileset
Some individual textures, such as the recolored Castanar Plate, and the textures and models used for maps like Namaste.
I also included textures from my time during my Starbow period, for maps such as Alternate, or Blitz X.
All the files are already .dds (or they should be, there might be a .tga or .xcf somewhere) - so you should just have to import them under Assets/Textures. Keep in mind some textures were renamed for the sake of preventing overwriting. Be mindful of renames when importing, as a renamed file will appear as a unique texture rather than an overwrite.
If you have any questions/comments feel free to post here in this blog and I'll get back to you. I have already forwarded this zip to Enekh (author of Dasan Station) and will be sending it to Jacky_ as well for the KR scene to enjoy.
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nice
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The taldarim skinned one looks soo cool :D
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you redid blitz x for starbow? i LOVE that map in broodwar, it's so sick
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On August 25 2016 18:35 Endymion wrote: you redid blitz x for starbow? i LOVE that map in broodwar, it's so sick
Yup he did. It's up on NA and EU on the arcade. It both looks sick and is fun to play (no mineral walking block though, just destructible rocks )
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Most textures seem to be 1024x1024 in resolution. And yes, one .dds is one resolution. When you're on low texture settings, it (at least for most, but not all) will load a _low.dds file which is 512x512. If there is no _low .dds file, I believe the game automatically removes the alpha channel - or at least makes the texture much less detailed. I don't know the process exactly.
So there's the default diffuse texture, at 1024x1024, and a low texture at 512x512. I haven't tried higher res textures, but I believe you can do 2048x2048 at the least.
Textures are on a per map basis, it doesn't overwrite files in the game. Texture & texture quality iirc is determined by VRAM, so think of it as partially temporary. So if I have a map that overwrites one texture, and the original texture is used in another map on the pool, the textures shouldn't have issues (this would be a problem in other games though until a restart occurs. I believe this was a problem in War3 sometimes).
All files imported are compressed, so a 1024x1024 default diffuse is barely a single MB, if I recall. But it would depend on the textures detail. If you have 8 textures , of 1024 and 512 each, that's probably about 6-8MB? Most people have above a 10Mb connection, so custom textures of a moderate calibre shouldn't take more than a few seconds extra.
EDIT: This is generally for overwriting textures, add another 8 files if you have completely new textures that require a new normal map.
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