Hey guys. I'm working on a horror mod, and was browsing some images on google to get some ideas for areas I might want to have in my mod.
This image came up and, while I love the aesthetic, I'm wondering how exactly that level of detail can be achieved in GZDB. I know Total Chaos could do it, and I'm wondering exactly how. That would all be texture work I'm guessing, but how?
Suggestions for detail and texturing
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Re: Suggestions for detail and texturing
Not texturing advice, but lighting advice:
The image you posted would probably need area lights to be re-created, which GZDoom doesn't have. But I guess you can simulate area lights with careful placement of attenuated point lights and/or spotlights.
Here's an old image using the then-new attenuated point lights. With very-wide-angled spotlights I imagine it would look better.
The image you posted would probably need area lights to be re-created, which GZDoom doesn't have. But I guess you can simulate area lights with careful placement of attenuated point lights and/or spotlights.
Here's an old image using the then-new attenuated point lights. With very-wide-angled spotlights I imagine it would look better.
- R4L
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Re: Suggestions for detail and texturing
Oh I am already using attenuated lights now. I wasn't sure what the difference was between normal lights, but you explained it in another thread and it made sense (the cell phone light example I believe) so I switched over.
Any advice on texturing locations like this?
Any advice on texturing locations like this?
- Caligari87
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Re: Suggestions for detail and texturing
Really it boils down to getting/making textures that match the aesthetic, which can be a crapshoot sometimes. Look at games like Silent Hill, particularly. That game does a lot with a pretty limited texture set for each particular area.
In this case, I think a good approach would be to have a base "clean" wall texture that tiles horizontally, and then several chunks of decay and damage you can apply as patches (via TEXTURES). That way you can quickly create variants that match the wall sizes you're working with.
In this case, I think a good approach would be to have a base "clean" wall texture that tiles horizontally, and then several chunks of decay and damage you can apply as patches (via TEXTURES). That way you can quickly create variants that match the wall sizes you're working with.
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Re: Suggestions for detail and texturing
That's a really good idea! I didn't think that's how patches worked lol. I expected to do a lot of texture work and that would just help out greatly if that's the case.