Terrible excitement. I've finished my harvesting of the Oblivion architectuaral geometry and .dds textures.
2,012 architectural geometry files which shared 17,972 dds textures.
Bit of a long job this - the naturally easy way was to export everything, convert it and save it all with replaced textures (ie .png). The only problem is the texture count goes through the roof in both number and size.
Anyway, after a lot of faffing, my 'piggy-backing' of Oblivion's installed .dds textures is complete. Thanks to "Mark Sibly" for his work in updating Blitz3D recently to incorporate this for me.
It's not as easy as it sounds as some buildings use textures from multiple sources (ie 50 texture folders that are unrelational to each other).
The sneaky part is Oblivion uses (at least once each, but totalling hundreds) 47 duplicate texture names for various textures that are not necessarily duplicates - they just share the same name.
Belive me that mapping these textures, manually by hand, is an achievment.
I achieved this by converting the geometry and intercepting the geometry .MTL files (Material Definitions) then rerouting the texture paths on-the-fly.
I simply am the greatest.
2,012 architectural geometry files which shared 17,972 dds textures.
Bit of a long job this - the naturally easy way was to export everything, convert it and save it all with replaced textures (ie .png). The only problem is the texture count goes through the roof in both number and size.
Anyway, after a lot of faffing, my 'piggy-backing' of Oblivion's installed .dds textures is complete. Thanks to "Mark Sibly" for his work in updating Blitz3D recently to incorporate this for me.
It's not as easy as it sounds as some buildings use textures from multiple sources (ie 50 texture folders that are unrelational to each other).
The sneaky part is Oblivion uses (at least once each, but totalling hundreds) 47 duplicate texture names for various textures that are not necessarily duplicates - they just share the same name.
Belive me that mapping these textures, manually by hand, is an achievment.
I achieved this by converting the geometry and intercepting the geometry .MTL files (Material Definitions) then rerouting the texture paths on-the-fly.
I simply am the greatest.