This thread is for cataloguing technical issues with TR assets, and bringing these issues to the attention of the community. This will allow us to implement the most appropriate asset revisions or deprecations.
First of all, here's a modernised asset guideline that should be adhered to when revising old assets. It's also applicable to new asset development, but should not be as strictly followed, so as not to discourage any new contribution.
- If making a conceptually completely new asset, it should be 'HD'. This means that most texture should be 1024x along their longest axis, and the model should be reasonably higher poly than the nearest vanilla counterparts. Textures and polys should be correlated with the visual relevance and scale of the object to the player. A tree or building should have larger (1024) texture than an ingredient (256-512x). These HD textures will then be automatically reduced by the pack-archiver for the vanilla sized BSAs.
- However, If an asset is characteristically/visually associated with a vanilla asset, then certain principle will need to be observed in the following order:
- Foremost, when practical, a new model should use vanilla textures and texture paths. Never copy and rename a vanilla texture. This is done so that modern HD Morrowind replacer mods will be applicable to the model. Many older TR models needlessly incorporated minimally-edited vanilla textures, such as the Telvanni table and stool meshes, which utilized vanilla wood textures with their red channel increased by 5. Similarly, the original tr_ex_com_cranes came with their own exclusive metal trim texture ('tr_crane_metal') when the near-identical vanilla 'tx_metal_strip_02' worked just as well and allowed replacers to affect the model.
- Use vanilla textures/texture paths, and apply decals/detail maps to colour burn/apply details directly to the models on top of the base textures. This way replacers can still simultaneously affect TR and vanilla assets, while we can still apply unique texture elements where we wish (such as increasing the wood hue by +5).
- Make a new texture from the vanilla textures. This should always the final resort - although it's perfectly fine, and can even be the best solution in some cases (ie: the Necrom set possessing uninspired colour-shifted Velothi textures, visually indicating its temple-relation). However, if done, it would be best if the contributor could also provide an additional HD version of the asset. This could involve simply performing the same changes to an associated HD replacer as those that were applied to the vanilla textures.
2014-01-03 23:54
2 years 7 months ago
Specific Assets Revision Goals:
2014-01-03 23:54
2 years 7 months ago
Deprecates List - Environmental Objects:
This table lists assets within the deprecated-assets removal pipeline. Assets are labelled according to their current stage in this process.
T_Mw_FloraAJ_Tree_01 (S)
_WH_Lily_GB, Y_Lily_GB
T_Glb_Flora_LillyPurpleGB_01,
T_Glb_Flora_LillyWhiteGB_01,
T_Glb_Flora_LillyYellowGB_01
(S)
2014-01-03 23:54
2 years 7 months ago
Deprecates List - Character Items and Interactables:
This table lists assets within the deprecated-assets removal pipeline. Assets are labelled according to their current stage in this process.
TR_m2_w_sacrific_dagger_U_i332,
TR_w_m2_webspinner,
2014-01-03 23:54
2 years 7 months ago
Reserving for books
2014-01-03 23:54
2 years 7 months ago
Reserving for creatures