How should I choose detail textures?
Well, depending on your style, there are a few ways you can do. I am going to outline the 3 I've seen.
1. (Magma 1.0 style) - Adding 'noise' to the color map, be adding shading to textures, while this doesn't really make any of the textures stand out, it does smooth the color map out some. (This is most like adding shading to an already existing picture.)
2. (Jon God's style) - Using real textures, but using contrast and brightness to not completely take over the color map. The aim here is to use some detail, but not too much. It takes a while to get the balance down. (This is kinda like inking a already drawn picture.)
3. (Overkill Style) - Using detail textures to take over the map. While this probably looks the best in screenshots, it is the hardest to have proper blending, and it really only uses the cmap as a blueprint. (This is more like painting a new picture.)
Now that you are set up to dtex, what part of a map should you dtex first?
I usually start with water, as is usually is pretty easy to texture, and get out of the way, it also will, depending on the map, act as a spine to hold the rest of the dtex together. While not all maps have water, I move onto hills, and rock, as these are usually the second largest group that can be found on a mesh.
When painting textures, the easiest way to keep track of what you are doing, and what you have painted, is by using texture highlighting. Select the texture in the right sidebar, and control click it. I should be highlighted in the side bar with a color. If the color that the texture is highlighted with is black, double click it, then click the highlight color and change it to something brighter. If the highlighting is not showing up in the map, make sure it is toggled on, using F3. TRy turning on and off highlighting while you dtex to make sure you are actually filling the areas you need, but not painting over things you don't want. Usually I have highlighting on about 50% of the time.
Once you have these, and any other misc. elements that take up a large amount of a map at least roughly covered, then it is time to start cleaning things up. Use a blender texture, and surround the parts of the map you have textured already. Usually, you only need to cover 1-2 Mesh cells around the areas you dtexed, but the key here is to make sure, for example, that rock is not bleeding over into grass, or water into mud, or sand. So, use a blender texture to cover these bleed overs, and sound the textures you used, so nothing bleeds over into them.
Once you are finished this, move ahead, and cover the part that has the next highest % of the map. Repeat this process a few times until the map is covered in detail textures. A disclaimer here, don't expect this to be a quick process, even simple maps usually take at least half an hour. Depending on the complexity of the map, it can take upwards of a few hours. Some maps I've spent a few days on.
Once you've gotten all this done, it is time to to look over your dmap. I would say to first take a quick look over in Oak, scan over it quickly, and then zoom as far out as you can (If you start to lag here, try turning off the detail textures, and turning on highlighting, then turn off media animation). Now to move on, load up the level in Myth. If you are dtexing a single player level, I suggest un-clicking 'Has Limited Terrain Visibility', or if you are working from a plugin, playing through the level, and exploring it, then saving your game. You can reload it, and look over the level.
At this point, if you haven't already, feel free to add any 'finishing touches' such as rock pathways, and such.
Before you are ready to deploy, I would suggest taking FPS tests, by Using F11 or Page Up to turn dtex on and off in game of Myth. Use Shift+Delete to toggle the FPS counter. What you want to make sure is that your dmap doesn't make any drastic drops in FPS, as it will make the dmaps just not useable on older computers, and even perhaps some newish computers.
Some tips to reduce lag:
Use smaller images for textures. (Larger images, 512x, 1024x will lag much worse than smaller ones. Experiment here.)
If possible, try to use less textures in a smaller area, for example, if there is moss, mud, grass, and water in a small area, consider sharing textures for mud and moss.
Make sure none of your textures are scaled within Oak, via - and +.
That should be the last thing you need to look out for. So, if you've made it, congratulations! You've done it, perhaps your first dmap wont be spectacular, but don't give up, I started out, not even able to make textures, and couldn't do anything more then an auto dmap. So don't lose hope!
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