{"action":"created","issue":{"url":"https://api.github.com/repos/OpenTechEngine/OpenTechBFG/issues/17","labels_url":"https://api.github.com/repos/OpenTechEngine/OpenTechBFG/issues/17/labels{/name}","comments_url":"https://api.github.com/repos/OpenTechEngine/OpenTechBFG/issues/17/comments","events_url":"https://api.github.com/repos/OpenTechEngine/OpenTechBFG/issues/17/events","html_url":"https://github.com/OpenTechEngine/OpenTechBFG/issues/17","id":42948959,"number":17,"title":"let's all add proposals for the assets","user":{"login":"BielBdeLuna","id":2709433,"avatar_url":"https://avatars.githubusercontent.com/u/2709433?v=3","gravatar_id":"","url":"https://api.github.com/users/BielBdeLuna","html_url":"https://github.com/BielBdeLuna","followers_url":"https://api.github.com/users/BielBdeLuna/followers","following_url":"https://api.github.com/users/BielBdeLuna/following{/other_user}","gists_url":"https://api.github.com/users/BielBdeLuna/gists{/gist_id}","starred_url":"https://api.github.com/users/BielBdeLuna/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/BielBdeLuna/subscriptions","organizations_url":"https://api.github.com/users/BielBdeLuna/orgs","repos_url":"https://api.github.com/users/BielBdeLuna/repos","events_url":"https://api.github.com/users/BielBdeLuna/events{/privacy}","received_events_url":"https://api.github.com/users/BielBdeLuna/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/OpenTechEngine/OpenTechBFG/labels/enhancement","name":"enhancement","color":"84b6eb"}],"state":"open","locked":false,"assignee":{"login":"kortemik","id":884026,"avatar_url":"https://avatars.githubusercontent.com/u/884026?v=3","gravatar_id":"","url":"https://api.github.com/users/kortemik","html_url":"https://github.com/kortemik","followers_url":"https://api.github.com/users/kortemik/followers","following_url":"https://api.github.com/users/kortemik/following{/other_user}","gists_url":"https://api.github.com/users/kortemik/gists{/gist_id}","starred_url":"https://api.github.com/users/kortemik/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/kortemik/subscriptions","organizations_url":"https://api.github.com/users/kortemik/orgs","repos_url":"https://api.github.com/users/kortemik/repos","events_url":"https://api.github.com/users/kortemik/events{/privacy}","received_events_url":"https://api.github.com/users/kortemik/received_events","type":"User","site_admin":false},"milestone":null,"comments":169,"created_at":"2014-09-17T00:18:07Z","updated_at":"2015-07-09T01:32:49Z","closed_at":null,"body":"I propose:\r\n\r\n- all \"qer\" textures (the textures for the map editor) doesn't need to be distributed I propose to create a \"qer\" folder outside of the texture folders where all the \"qer\" textures go, so when distributing the game/mod the developer can erase all those textures from the distributed content easily,\r\n\r\n- let's not forget that the engine can tint a gray texture to achieve several coloured variations of the same texture, I distributed a set of \"dev\" textures with several coloured textures that could be achieved with a single gray texture and tinting via material tokens.\r\n\r\n- in the light folder, let's separate the fog textures / falloff textures / projected textures in their respective folder, so it's not a mess\r\n\r\n- let's try to achieve parity with names of textures with all the necessary textures following the same name convention\r\n\r\n- let's create a base light shader that has the most added effects (the parameters dependant effects) so we can have the most complex light effects capability as a starting point)\r\n\r\n"},"comment":{"url":"https://api.github.com/repos/OpenTechEngine/OpenTechBFG/issues/comments/119778328","html_url":"https://github.com/OpenTechEngine/OpenTechBFG/issues/17#issuecomment-119778328","issue_url":"https://api.github.com/repos/OpenTechEngine/OpenTechBFG/issues/17","id":119778328,"user":{"login":"Yetta1","id":8399958,"avatar_url":"https://avatars.githubusercontent.com/u/8399958?v=3","gravatar_id":"","url":"https://api.github.com/users/Yetta1","html_url":"https://github.com/Yetta1","followers_url":"https://api.github.com/users/Yetta1/followers","following_url":"https://api.github.com/users/Yetta1/following{/other_user}","gists_url":"https://api.github.com/users/Yetta1/gists{/gist_id}","starred_url":"https://api.github.com/users/Yetta1/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Yetta1/subscriptions","organizations_url":"https://api.github.com/users/Yetta1/orgs","repos_url":"https://api.github.com/users/Yetta1/repos","events_url":"https://api.github.com/users/Yetta1/events{/privacy}","received_events_url":"https://api.github.com/users/Yetta1/received_events","type":"User","site_admin":false},"created_at":"2015-07-09T01:32:49Z","updated_at":"2015-07-09T01:32:49Z","body":"@BielBdeLuna Texturing and baking reasons, it's easier for me to work with UV's and create not repetitive textures using multiple layers before the bakes, only a small amount of the level is done using the BSP brushes. For example mimicking a plastered wall with paint, having the imperfections of the plaster scrapes and the paint brush strokes without having it repeat on another surface. Some of the textures are aided by procedural textures/masks in Blender to break up the repeats, it also bakes out to the normals. It just adds a level of realism."}}