I try so many cave/mine textures and I always want to go with these, really nice!
EDIT:
just to let you know; found an error in the folders mines and imperial. The impwood01_n.dds has no impwood01.dds file and the minewood01.dds has no minewood01_n.dds file. I figured that you are using the same textures for both of them, so it's just a matter of rename/copy/paste.
also there is another error I think, file cavebasewall01_n.dds seems out of place and don't match its texture (actually is a copy of cavebasewall04_n.dds)
I'm rather late, but I just spotted the issues too with missing or incorrect textures. It is a shame because the mod's texturing overall is excellent. The copying renaming trick works since the impwood normal perfectly matches the minewood (I'm not sure Impwood and Minewood are meant to look the same, but you could alter the contrast/brightness/saturation/hue if you want them to look different without causing misalignment with the normal map).
The RGB channels of the cavebasewalls all look different from the diffuse texture (fissures in different places). I don't know if this is a problem or not (I have CrazyBump so I can regenerate extra supporting textures though I am unsure of the ideal settings). The cavewall_n speculars (alpha channels) seem to be just a greyscale-ized and darkened version of the diffuse map, so I simply tweaked the diffuse and replaced the alpha channel of the normal.
Will this mod also improve the caves in "Solstheim" and also any of the add on mods like the caves in "Solstheim - The Lost Levels" mod or would that have to be separate fix
77 comments
EDIT:
just to let you know; found an error in the folders mines and imperial. The impwood01_n.dds has no impwood01.dds file and the minewood01.dds has no minewood01_n.dds file.
I figured that you are using the same textures for both of them, so it's just a matter of rename/copy/paste.
Merry Christmas!
The RGB channels of the cavebasewalls all look different from the diffuse texture (fissures in different places). I don't know if this is a problem or not (I have CrazyBump so I can regenerate extra supporting textures though I am unsure of the ideal settings). The cavewall_n speculars (alpha channels) seem to be just a greyscale-ized and darkened version of the diffuse map, so I simply tweaked the diffuse and replaced the alpha channel of the normal.
Thanks in advance.