My main complaint about this work is the traces of folds in the skin. The author tried to copy them from the original texture, but the developers clearly assumed that this banner would hang on one nail in the center. Therefore, all the inflection lines on the original texture and in this modification go from the center from the top to the edges. However, in the game, all banners are firmly fixed to the beam on both sides. Therefore, the inflection lines look just ridiculous. If the author had removed the deformation marks from the top half of the banner and left only the bottom half, it would have looked much better and more believable.Otherwise, great job.
Haha, indeed. Fun fact: My nickname, which I've been using for a long time now, is from a song/album by the Melvins. I had no idea that Lysol was some kind of detergent or whatever until a few years after I started using the nickname.
Thanks anyway. I'm really really bad at holding what I promise with stuff like textures nowadays, but who knows, maybe in 2030 I'll make a darker, more grimey version.
It's all good. And I'll give the Melvins a listen. My love of music ranges from the mid 1950s to the late 1980s. Sometimes I miss a group here and there, so it's nice to add some new tunes.
Lysol on image 04 clothesalchemy flag on the left don't have right image on it, if you couldnt find what it is, it's drawing of Abatur, god from mandean religion, if you google Abatur you will find image you need.
Just wanna say this is an amazing mod, and I tend to keep in in priority above any other mod that changes the guar skin banners because I love this one so much. It's clean, lore friendly and just look really good in-game. Thanks for the awesome work you put on this!
The problem im having with this and most Lysol mods is that its too clean for my taste.
This is morrowind Lysol... there is a huge vulcano in the middle of the map... things should not be so clean. Vanilla GFX are ugly, yes but they fit in the atmosphere. Your surroundings are ugly and messy.
So its a bit strange seeing crispy clean banners that are outside 24/7 and no one cleans them but they are clean AF. Somehow modders never think about that. As if they ignore the huge vulcano and the ash that may very well be all around.
I hear you, but I can't really agree. At all actually. I don't think my banners look clean, they look about as dirty and worn as the vanilla banners do. Sure, they could always be more dirty than this, but then they would in my opinion become MORE dirty than the vanilla textures are.
The thing with this pack, and all of my other ones too, is that I always try to stay as close to the original color palette and style as I can. I don't really think the textures should be more dirty and worn, because then, again, they would be more dirty and worn than vanilla. I have never tried to make the textures clean, not at all. There are already sooooo many high res texture packs out there with new styles and colors that are very different from vanilla. I wanted a vanilla close high res pack with normal maps instead. So I made these.
But thanks for being honest but at the same time not rude. I appreciate that.
I personally think it's less a matter of being too clean and more a matter of being too perfect. If you compare each banner to the originals, the originals look like they were painted by unskilled peasants in a harsh environment. Yours look like they rolled off an HP large format printer. The painfully scrawled text in the originals is a perfectly placed font in yours. The mismatched ovals in tx_banner_hlaalu_01 are identical copies in yours. The leather pattern you used is similarly neat and perfect. While your banners look like they are filthy, they don't like beaten up and manhandled. You can really see this in tx_de_banner_book_01, where the original pattern has a deep crease going diagonally across the center of the book. Yours is perfectly clear.
I'm not saying this to discount the quality of your work -- it's obviously amazing -- but just to highlight that there are significant differences with the originals that do in fact change the style being conveyed.
Which version SHOULD I use for non-OpenMW, MGE XE based game done with this tutorial: http://wiki.step-project.com/Guide:Morrowind#1.C_Install_Patches ?
It really doesn't matter very much at all, but if you want to save a few megabytes then use the vanilla version. I haven't made the normal maps to work with anything else than OpenMW.
4th of June, my birthday... This is like a present, really -- and a very lovely one. Using, loving and considering it 100% must-have from that time too.
They look really good from what I can see in the Screenshots and the textures themselves. But I was surprised to find that they were only 512x256 pixels - any chance you'll provide a 1024x512 pixels version?
Yes I might. I did the vivec banners in 1024 because of them having small details in the texture of the cloth. These banners, not as much, so I did it in 512. But these will be quite simple to scale up to 1024 really (the base leather texture was way higher than 512), so I might do a higher res version later.
Really high resolution gets requested a lot, I've noticed. Personally, I've never been a fan of super high res textures on really low poly meshes, it just looks wierd IMO, that's why I never did any 2k textures on the previous packs. But I might have to rethink this for later packs.
I think the resolution is perfectly fine for the size of the object. High resolution textures are nice, but that doesn't mean that every texture has to be as big as possible. I'm pretty sure that the quality difference with 1024x512 textures would be minimal.
My thought too. The banners are quite small. It makes more sense for really big objects, like walls. But sure, some details, like the small text on some banners, would look better in 1024.
You are right that they are not that big, so the difference would probably not be very noticeable, and frankly, I am happy that unlike in the skyrim modding community where most people seem to think that bigger is always better (and happily install 4k textures for the most minor details and have certainly never heard of mipmapping), people here actually know what they are doing and think about the object's size on the screen when texturing it. Still, 1024x512 pixel banner textures would not be too much, I think.
Exactly. I'm kind of against this super ultra high res hysteria with details you never see anyway unless you're standing with your head right against the wall (or rather nipple if we're talking skyrim community). Sometimes you see a texture pack with a door in 2048 and then the door handle is in 1024, even though it is like 1/20th the size of the door. I'm exaggerating, but you get the point...
So it's kind of a balance, to not join the exaggerated high res textures thing, but still make modern high resolution textures. I'll admit that 512 was on the smaller side with these banners, but I think it's good enough for now at least, it's still a huge improvement from the vanilla textures.
By the way, I even made a texture with custom mipmaps with a different color for each and even labeled with their size (so the 512x512 mipmap is for example red and has "512" written all over it), so it is possible to test exactly how big a texture will appear on screen and thus determine how large it should ideally be for a given screen resolution (1920x1080, in my case).
51 comments
If the author had removed the deformation marks from the top half of the banner and left only the bottom half, it would have looked much better and more believable.Otherwise, great job.
on a serious note, I love these banners. Great detail and resolution (for Morrowind). Maybe a shade darker would give the illusion of grime and dust.
Thanks anyway. I'm really really bad at holding what I promise with stuff like textures nowadays, but who knows, maybe in 2030 I'll make a darker, more grimey version.
btw Great job!
This is morrowind Lysol... there is a huge vulcano in the middle of the map... things should not be so clean.
Vanilla GFX are ugly, yes but they fit in the atmosphere. Your surroundings are ugly and messy.
So its a bit strange seeing crispy clean banners that are outside 24/7 and no one cleans them but they are clean AF.
Somehow modders never think about that. As if they ignore the huge vulcano and the ash that may very well be all around.
Just sain'
But keep it up, i love OpenMW.
The thing with this pack, and all of my other ones too, is that I always try to stay as close to the original color palette and style as I can. I don't really think the textures should be more dirty and worn, because then, again, they would be more dirty and worn than vanilla. I have never tried to make the textures clean, not at all. There are already sooooo many high res texture packs out there with new styles and colors that are very different from vanilla. I wanted a vanilla close high res pack with normal maps instead. So I made these.
But thanks for being honest but at the same time not rude. I appreciate that.
/Lysol
I'm not saying this to discount the quality of your work -- it's obviously amazing -- but just to highlight that there are significant differences with the originals that do in fact change the style being conveyed.
And just to be clear, I do intend to use these
Thanks for your comment!
(this comment is slightly latecomer. a bit.)
Really high resolution gets requested a lot, I've noticed. Personally, I've never been a fan of super high res textures on really low poly meshes, it just looks wierd IMO, that's why I never did any 2k textures on the previous packs. But I might have to rethink this for later packs.
Still, I'll consider making a 1024 version later.
So it's kind of a balance, to not join the exaggerated high res textures thing, but still make modern high resolution textures. I'll admit that 512 was on the smaller side with these banners, but I think it's good enough for now at least, it's still a huge improvement from the vanilla textures.
By the way, I even made a texture with custom mipmaps with a different color for each and even labeled with their size (so the 512x512 mipmap is for example red and has "512" written all over it), so it is possible to test exactly how big a texture will appear on screen and thus determine how large it should ideally be for a given screen resolution (1920x1080, in my case).