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Showing content with the highest reputation on 2023-12-04 in all areas

  1. Indeed. While writing that prompt it also got to my mind: In the winter there aren't that much less animals. Instead there is less gain on the fields.
    1 point
  2. Yeah, yeah. All fish swam to the Caribbean and all rabbits, deer and bears flew to their winter habitats in Africa.
    1 point
  3. In days of old, when winter's chill did reign, Meat was a luxury, scarce and plain. The frozen fields lay barren, void of life, Leaving hunger pangs to plague our strife. But fear not, for in those frozen lands, There were still ways to feed our hands. We turned to fields of grain and green, Where other forms of sustenance were seen. The wheat and oats we harvested with care, Baked into bread, our bellies could bear. And from the gardens, vegetables galore, Stews and soups we made, and more. In winter's grip, we found a way, To survive each day, come what may. For though meat was a rarity, Our resourcefulness kept us in unity. So let us cherish these fields of gold, That give us life, both young and old. For in their bounty, we find a way, To thrive, even in winter's gray.
    1 point
  4. Yep, a better way is to create a gray scale height map, where darker tones are "lower" and lighter tones are "higher." Then covert that height map with the normal map filter. You could use the old normal map as a kind of detail layer over your new normal map, but set at like 20% opacity, maybe. Depends on how it looks.
    1 point
  5. IIRC we should log such cases, maybe it's in log files. The game uses normal and specular textures together, so we don't support separate materials anymore (that's the way to go PBR). But you always can set a default texture to norm or spec. I can recommend to avoid too sharp normal textures (when neighbor pixels have opposite values, in other words normals look in opposite directions). See also technical art requirements (made by me, converted to wiki format by Stan): https://trac.wildfiregames.com/wiki/TechnicalArtRequirements
    1 point
  6. Thanks, I think it was the shader effects. I didn't know about what that option does. Does the normal map with this material only work if there is a spec texture as well? When I add just a normal texture but no spec texture I don't get any error message, but I don't see any effects. Sure, I'm thankful for any tips. This was just a first try, using desaturation and filter-> general -> normal map on the diffuse texture in Gimp. I will try to dive deeper into it. This tutorial https://i.imgur.com/lpC4V6B.jpg tells me I should edit the grey picture accordingly. Let me know if you have any further guidance
    1 point
  7. Just in case make sure you're using OpenGL or Vulkan backend and Shader effects set at least to 3.
    1 point
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