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How MWTC shall thread old TCE textures ?
A - Will we hold old path structure 25%  25%  [ 2 ]
B - Only one main directory like TCE and old sub structure 63%  63%  [ 5 ]
C - No old TCE texture conversion and we shall look stock COD replacement 13%  13%  [ 1 ]
Total votes : 8
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 Post subject: Texture Names for conversion TCE -> MWTC
PostPosted: Wed Sep 19, 2012 8:13 pm 
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Sharp Shooter
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I would like to ask how old texture names will be changed ?

Before i will begin retexture TCE maps to MWTC we would to know new texture structure - to avoid do this job twice :roll:
MP_TC_TM_GARAGE_B3:
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A - Will we hold old path structure
B - Only one main directory like TCE and old sub structure
C - No old TCE texture conversion and we shall look stock COD replacement
:?:

I can write convert scripts and materials place holders creator etc. etc. but want to be sure to not do this thing twice :evil:

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PostPosted: Wed Sep 19, 2012 8:18 pm 
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Sharp Shooter
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Conversion example: bruce_crete/crete_bar

A - bruce_crete/crete_bar
B - tce/bruce_crete/crete_bar
C - ch_concretewall02


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 Post subject:
PostPosted: Tue Oct 02, 2012 8:07 pm 
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Sharp Shooter
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Quote:
|2ossĀ®
PostPosted: Mon Sep 17, 2012 12:35 am Post subject: Reply with quote
Delta is almost fully textured


Could somebody from current dev team share us GDT file with materials template ?
For sure we can't keep old shader name like "liq/beton5" so maybe liq_beton5. Until lead dev will specify we can't do pure content :(

What policy name for ? ex. beton4 COD4 way:
- color map => beton4_col
- normal map => beton4_nml
- specular color map => beton4_sp

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 Post subject:
PostPosted: Sun Oct 07, 2012 12:42 am 
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Sharp Shooter
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ImageImage

The conversion of TC:E textures shader definitions to COD4 materials can be downloaded here:
tce_material_varsovie201210.zip

1. Unzip GDT file to /source_data directory
2. Unpack TC:E "textures" to /tcetest , same like W:ET
3. run /bin/ asset_manager.exe , open gdt and - convert all assets. wait a few minutes until COD4 converter will create all iwi files inside /raw/images.

Finally i selected following shdaer schema:
Quote:
Converting 'bruce_brick__wall_raw_white' (material 19 of 908)...
Converting 'bruce_brick__wall_raw_white2' (material 20 of 908)...
Converting 'bruce_crete__betonplate_blue' (material 21 of 908)...
Converting 'bruce_crete__betonplate_blue_dn_snow' (material 22 of 908)...
Converting 'bruce_crete__bigcrete1' (material 23 of 908)...
Converting 'bruce_crete__bigcrete2' (material 24 of 908)...
Converting 'bruce_crete__concrete_4' (material 25 of 908)...

Replace directory structure with __
Then is very easy to retexture all old maps as we keep directory and texture name.

tce_material_varsovie201210.gdt - is very simple conversion. Shaders haven't any special details - all locale=test and usage=interior wall for quick filtering.

Until some MWTC lead will define:
- shader names rule
- colormap / spec names rule
Is very risky to move forward as all my effort can be useless

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PostPosted: Sun Oct 07, 2012 7:19 am 
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Groove Six Studios
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Hi,

I think the textures should be named like this:

TCE example:
textures/coroner/bricks_o1
textures/bruce_crete/crete_wall

MWTC naming convention:
tc_AUTHOR[cor/liq/bruce/twy/way]_ORIGINALFILENAME

tc_cor_bricks_o1
tc_bruce_crete_wall

Locale has to be set to 'Generic' in Asset manager, all other locales unchecked, this way one can easily filter MWTC textures in Cod4 Radiant.
Surfacetype and usage have to be defined properly, they replace the TCE folder structure to sort tectures in Cod4 Radiant

WARNING:
We haven't started this process internally. I am also not sure whether it is smart to just convert all textures. MWTC would benefit from at least nml and spc maps, sometimes cos maps. These are not easy to derive.
I think it is smarter to convert textures step by step and to add normals and specular.
If someone wants to take the role of managing texture conversion, wellcome, drop me a pm.
All files have to be shared, _nml, _spc, _cos might get replaced by other artists later.


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 Post subject:
PostPosted: Sun Oct 07, 2012 8:59 am 
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Expert
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I guess I can help you guys with that.. of course if anyone wants ;)


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PostPosted: Sun Oct 07, 2012 4:22 pm 
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Expert
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sxy wrote:
I guess I can help you guys with that.. of course if anyone wants ;)


WoooHoooo! sxy's back.. back again!


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PostPosted: Thu Oct 25, 2012 8:52 pm 
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Sharp Shooter
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Just little update ... still work on common DELTA textures.
Normal maps and spec quick preview on youtube

http://www.youtube.com/watch?v=muPCEruvwAU
Image

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PostPosted: Fri Oct 26, 2012 10:06 am 
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Marksman
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Hey varsovie,
nice to see you back again!

Can you upload the texture-packet somewhere else? I have to register on 4share.
Thanks!

Video seems already promising!

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