I did install them to check, yes. I like to test things, especially like this as it's also an interest I have.. gfx in general are a big interest of mine (whether I'm good at it is another story
).
I took 3 overhead screenshots at Blackwood as a comparison on my box. 1 of the texture I made (wasn't designed for LFS tracks.. but it started from a 1024x1024 rather than enlarging), your textures and the originals respectively:
NOTE: Extreme 56k WARNING.. images are 2Mb each
http://www.modmunkees.org/tmp/screenshots/bl1/ih.png
http://www.modmunkees.org/tmp/screenshots/bl1/br.png
http://www.modmunkees.org/tmp/screenshots/bl1/oem.png
Looking at these, I'd say you've infact _lost_ some detail (albeit minimal, at least in these shots.. but is noticable IMO). The "stones" in my texture are supposed to be small / smooth (intended for a kart track) so perhaps not the best comparison for that, but the surface cracks etc are still very detailed.
I do agree with you to a point about how you do things. To some extents I'm the same.. I do things for me adn if others like them too, it's a bonus.. but in this case, IMO, you've offered these to a community as a better product than what came with the game so to me, it's not done for you and if others like it, great.. you've done this _for_ others too. Many people have criticised my LFS 3DS scenes.. over lit, few smoothing issues.. whatever.. I did them originally for myself but thney became very popular. I've taken the comments / criticisms into account and learnt and plan to update them at some point. Sometimes the line drawn is better flexed to accomodate I think.. buit not always of course.
I normally have a bad habit of bashing things I don't like. I don't mince my words, it wastes time but tried to offer some sort of constructive criticism rather than just saying "don't like em, look the same.. they're crap" or whatever (not saying they _are_ crap, just that _I_ don't see much difference). Discussions like this I learn from too as more people put in their own input.. much the same as the LFS devs will use the forum as a guide to what people would like to see added / changed.
$DAY_JOB also includes customer / tech support so I understand where you're coming from on many aspects.. and see many "your $WHATEVER screwed up my box!". But after a fashion and you go through it.. you remove 200 bits of spyware, 50 viruses and it runs smoothly suddenly you're not at fault.. but lucky if you get a thanks
As for public domain, it's always been the same since I remember high phone bills, a 2400baud modem and good ol' BBSes
but I'm still a strong believer in both PD and Open-Source. 99% of whatever I've done and released has been free.. be it gfx, small apps / tools or otherwise but it's always a shame when things get ripped off (I'll be trying your JetPac game soon.. loved that on the Speccy
).
Anyways.. I had hoped my input was more constructive than destructive and still hope that this can explain that I wasn't simply slating your work / efforts. I knows what's involved even if not done a great deal and the texture pack you've supplied is BIG! so obviously spent a fair while on things. As I said before, you've obviously got some talent.. and think if you started with a better base texture things would look a whole lot better.
I still think Eric did a great job with the resolutions he's used.. the grass in particular. My main gripe in the texture aspect is not even the detail so much, just that I get massive amounts of sparkly effects on the road surfaces. This can be cured somewhat by adjusting the mip bias.. but I get the same effect for example if I use the same mip bias for spec and bump maps on surfaces.. the lighting pics out the highlights too far into the distance creating sparkly effects. Normally I'll set the diffuse texture to -3 or -4 and spec / bump to -0.5 - -0.8. Not sure how this all works in LFS though as it seems to use a single texture
One thing I have found out though.. texturing certainly isn't easy
Regards,
Ian