The envisionment of TK is to bring you what was promised by GSC for STALKER: Shadow of Chernobyl, instead of the gutted retail release we were left with. TK aims to cover every aspect imaginable from gameplay intended to genuinely scare the player, to graphics for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul, all without breaking the story. The idea is to present the player with a complete retail experience for the purist that liked SoC but wished it was far more fleshed out. In no way what so ever does TK try to be like old beta or alpha builds of SoC, TK aims to enhance everything SoC already has - nothing more, nothing less.

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"new" garage texture
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[TZP]LoNer1 Jan 24 2013 says:

Kinda grainy and repetitive, no? :/

Try creating some variation in the texture :)

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cosmonaute Jan 25 2013 says:

Yes it's a bit too much IMO...

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ketxxx Author
ketxxx Jan 29 2013 says:

Its an old, steel, flat-pack DIY garage, heavily weathered by rain and radiation. Grainy is what its all about. I was going to add specific doors to the texture, but you can't do that due to the way X-Ray tiles the texture :/

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cosmonaute Jan 29 2013 says:

But there are too many pattern repetitions too...
Ideally you wouldn't notice the way textures are tiled; now you can.

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ketxxx Author
ketxxx Feb 1 2013 says:

It's the way X-Ray tiles some textures, theres no avoiding it in some cases. Thats why even some vanilla textures in the game look so generic. One great example of such would be if you look at the vanilla garage texture and compare it to the one in this screenshot. If it really bothers people that much I could change the roof part of the texture to make it look less samey, but actually adding proper doors to the texture like I wanted to do is impossible because of how X-Ray tiles the texture in this case.

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I wasn't sure if I needed to replace these textures in the beginning as they were some of the VERY few vanilla textures that actually looked alright. Then I figured hell with it.

Jan 23rd, 2013
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