Cleans Barrows up a bit, I'm making an asumption that the decision to initially use the metallic texture was due to there being no box uv type at the time, so ive changed it to something more appropriate.
One other thing I noticed is this area shares its "filler" black objects for inbetween rooms with the abyssal area, so it has that spongey flesh texture, but I wasn't sure what the best approach was for dealing with that, define both with seperate textures for each area? Either way its not too bad since its pretty dark and it does kinda just look like "rocks" i certainly didnt notice until I checked the ID and saw that it was used in the abyss.
Cleans Barrows up a bit, I'm making an asumption that the decision to initially use the metallic texture was due to there being no box uv type at the time, so ive changed it to something more appropriate.
One other thing I noticed is this area shares its "filler" black objects for inbetween rooms with the abyssal area, so it has that spongey flesh texture, but I wasn't sure what the best approach was for dealing with that, define both with seperate textures for each area? Either way its not too bad since its pretty dark and it does kinda just look like "rocks" i certainly didnt notice until I checked the ID and saw that it was used in the abyss.
Brother rooms:
![java_hvQjcC61gn](https://github.com/117HD/RLHD/assets/37377657/79a4ff72-bd92-4332-a388-12632b4705ca)
Doors:
![java_Ek8eSVwtNj](https://github.com/117HD/RLHD/assets/37377657/eba594a0-0778-4e20-9e87-3d186206886b)
Chest:
![java_iuUSTzPkJR](https://github.com/117HD/RLHD/assets/37377657/273ef165-01c0-4070-90fa-8dcb0ec0194f)
Hut:
![java_On0Et8I2jR](https://github.com/117HD/RLHD/assets/37377657/56ac2af4-c2d7-436f-a484-616e81335cd3)
Ground Fog:
![image](https://github.com/117HD/RLHD/assets/37377657/74c0240e-4778-4118-9add-f377481f37e2)