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[TEXTURE]War Factory Door and Roof


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You got to scale the material UVW coordinates according to the most likely angle of view. A roof in this case is mostly viewed from an air unit or from a nearby mountain looking down. This means you need to scale up such locations a bit more, otherwise they will appear to be extremely over-tiled. Also note that, when you edit a texture by renaming and overwriting it, you actually affect all of the meshes in the game that use that texture. This is something APB already had an incident with with recent electronics changes; The textures were replaces across the game and in a lot of locations they no longer looked right.

You're right about the War Factory door needing a polish pass though, the current live version uses a texture that itself has a shading problem that the creator did not resolve (the darker spots on the door).

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20 hours ago, Raap said:

This is something APB already had an incident with with recent electronics changes; The textures were replaces across the game and in a lot of locations they no longer looked right.

Where don't they look right?

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On 14/02/2018 at 5:39 AM, Raap said:

You got to scale the material UVW coordinates according to the most likely angle of view. A roof in this case is mostly viewed from an air unit or from a nearby mountain looking down. This means you need to scale up such locations a bit more, otherwise they will appear to be extremely over-tiled. Also note that, when you edit a texture by renaming and overwriting it, you actually affect all of the meshes in the game that use that texture. This is something APB already had an incident with with recent electronics changes; The textures were replaces across the game and in a lot of locations they no longer looked right.

You're right about the War Factory door needing a polish pass though, the current live version uses a texture that itself has a shading problem that the creator did not resolve (the darker spots on the door).

The four textures used the same base texture so I used the same method of tiling for all as a compromise in case it looked strange in places. Which meant yes it looked overtiled in some places but also meant it didn't look completely off in others. The War Factory didn't really have a particular angle that was workable with at the moment since you aren't that commonly hovering directly above it, the same texture is tiled four times over the roof so you can't redirect lighting on the texture properly, and if you are standing on top of it you're too close to see the whole thing.

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