Babax Posted June 3, 2012 Share Posted June 3, 2012 yeah, the golden ones with the big blue or grey circles in it. https://www.gbum.ru/Data/games/screen/41479.jpg There are several textures releated to it, I`ll post the description of the ones I`ve managed to understand. The question - is there a way to modify the 3D model of walls/ground, since those circles in walls are made in the models itself, not only by bump mapping. Where can i find the models of the walls? Link to comment Share on other sites More sharing options...
Pete Posted June 4, 2012 Share Posted June 4, 2012 Hi Babax I'm not sure whether this will be of any help: https://www.strategycore.co.uk/files/martian-texture-mod-v1.0-ufo-al/ Link to comment Share on other sites More sharing options...
Babax Posted June 4, 2012 Author Share Posted June 4, 2012 I'm not sure whether this will be of any help: https://www.strategyc...od-v1.0-ufo-al/ Thanks! The reason I`ve got the idea to re-texture this part of the game is because this mod. I`ts not bad, but very bulky and I`m sure that it can be done much better. I`m thinking about something old-rusty-metal-glowing-sci-fi atmosphere in the martian base. If only I could change geometry of walls.... Now i have all the textures i need to modify the walls, but the geometry will be still the same. https://www.neonuclear.ru/other/list_of_files.jpg Link to comment Share on other sites More sharing options...
Pete Posted June 4, 2012 Share Posted June 4, 2012 Sounds like a neat idea - hopefully some modders will drop by and be able to help you out Link to comment Share on other sites More sharing options...
Babax Posted June 4, 2012 Author Share Posted June 4, 2012 Sounds like a neat idea - hopefully some modders will drop by and be able to help you out Well, who knows... I`d like to add some old-school sci-fi textures and atmosphere to the game, now it looks too way cartoonish... It`s sad that so much time have come since its release, but the engine is still top-quality, textures resolutions are 1024x1024 so there can be made some quite detailed and descent result. Link to comment Share on other sites More sharing options...
Babax Posted June 4, 2012 Author Share Posted June 4, 2012 So currently we have:- addons (bump map, diffuse map, normals map, self shading map, specularity map)- bridges (bump map, diffuse map, normals map, specularity map)- cubes (diffuse map, self shading map, specularity map)- ground 10x10 (bump map, diffuse map, normals map, self shading map, specularity map) - used for big ground surfaces (4x size of typical)- ground (bump map, diffuse map, normals map, self shading map, specularity map)- ground_blue (diffuse map, self shading map)- ground_blue_lightoff (diffuse map)- ground_lightoff (diffuse map) Now it`s time to figure what textures are used for walls and ground. Link to comment Share on other sites More sharing options...
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