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FPSC Classic Models and Media / Free Japanese Lamp ;)

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anayar
16
Years of Service
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 29th Aug 2010 21:16
Hey guys,

Here is a free real simple Japanese Lamp...

It was my test to get Illumination working, but I failed misserably... If anyone is able to get ilumination to work, and could post it here *cough* Nbt *cough*, then Id really appreciate it

Model comes with _D2, _D, _I, _N and _S textures

Screeny:


Just extract the files to your files folder . Hope this comes of use to somone

DL is attached

Cheers,
Anayar


For KeithC
Nbt
16
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 29th Aug 2010 22:51 Edited at: 29th Aug 2010 22:54
Here it is:


You may wish to look into your .dds creation, as they really should not be uncompressed 4mb files
They are now 513k files, also if your going to use the stock illuminationent,fx, you really don't need anything more than a _D2 and _I texture.

Bootlicker
17
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Joined: 29th Mar 2009
Location: Germany
Posted: 29th Aug 2010 22:53 Edited at: 29th Aug 2010 22:53
hmm, how you get that working? I tried it for one of my kravenwolf lights and they dont work with any of the illumination shaders

Thanks for the model anayar


anayar
16
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 29th Aug 2010 22:55
Nbt: Mind telling mr how you did it??

Bootlicker: NP

Cheers,
Anayar


For KeithC
Nbt
16
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 29th Aug 2010 22:56
Quote: "hmm, how you get that working? I tried it for one of my kravenwolf lights and they dont work with any of the illumination shaders "


Try to make it a rule to place your textures in the texturebank folder (i.e. in a subfolder of your choosing) like anayar did, as many of the shaders prefer them in there (for me anyway)

mgarand
18
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Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 29th Aug 2010 22:57
i think he made it a bit yellow and added a _I map, or maybe on the _I map did the job



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
anayar
16
Years of Service
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 29th Aug 2010 22:59
I made the _I map mggarand

Cheers,
Anayar


For KeithC
Nbt
16
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 29th Aug 2010 23:18
I did nothing other than convert the uncompressed 4mb fake .dds to true compressed .dds, that is all.

Bootlicker
17
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Joined: 29th Mar 2009
Location: Germany
Posted: 29th Aug 2010 23:21
Quote: "Try to make it a rule to place your textures in the texturebank folder (i.e. in a subfolder of your choosing) like anayar did, as many of the shaders prefer them in there (for me anyway)"


didn't work for me, and I have the files saved as .dds straight and true right from photoshop


anayar
16
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 30th Aug 2010 05:54
I always save my dds files like this...

I'll probably have to change settings in GIMP...

Cheers,
Anayar


For KeithC
Nbt
16
Years of Service
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 30th Aug 2010 12:03
Quote: "I always save my dds files like this...

I'll probably have to change settings in GIMP...

Cheers,
Anayar"


The whole point of the dds format is that the textures are stored compressed on the GPU, so saving them uncompressed seems a little pointless to me at least

I used gimp a few times and it saves dds the same size as I get from paint.net for both DXT1 and DXT5 etc, so cannot see how they are ending up 4mb. Even in DXT5 a 1024x1024 texture tends to be 1mb and a bmp is only 3mb lol

Maybe gimp is saving uncompressed along with about 5 mipmaps, or something ? as i can see no other reason for them to be larger than a bmp to be honest

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