The tech rocks are also used for Faction tech rocks.. so check out those modelsAdaven wrote:QUOTE (Adaven @ Aug 25 2006, 06:25 AM) Well, from what I can see, Si rocks are currently identical to Carbon rocks, even the 2 textures are the same blue-violet. The code must be painting it green automatically.
I'll probably go ahead and do something different for tac though once I get the C-rock finished. All of my rocks still have some issues at the poles, just like the original MS textures. It doesn't really matter for the generic/He rocks as their poles are too dark anyways to tell the difference. The tech rocks will probably need some further adjustment. For now I'll just fudge it and see if anyone can come up is an easier way to fix it properly.
For the people working on the environments, on the right side of the texture there's a long narrow rectangle, some of them have a vertical fuzzy band. That represents the galactic disk. I'm sure you can find some pretty good source images to spruce that up if you don't want to do it by hand. The link Spacejunk posted even has a fairly accurate black and white one at about the resolution we want.
High resoultion textures needed.
Life suck's and then u play Alleg.
-.. ..- -.- . -. ..- -.- . .----. . -- .. ... - .... . --. .-. . .- - . ... -

-.. ..- -.- . -. ..- -.- . .----. . -- .. ... - .... . --. .-. . .- - . ... -

I would like to help, but I have no idea where to start. While I have no current skills in this area, I can learn fast. By the way, I can provide fractally generated continuous textures (read natural looking
*seeing the cap ships reduced to 3in squares is kind of scary
*seeing the cap ships reduced to 3in squares is kind of scary
Last edited by Ramaglor on Sun Aug 27, 2006 6:47 am, edited 1 time in total.
Spidey's tactical advice on TS during Tourny game
QUOTE We don't need to save our thingy.[/quote]
QUOTE We don't need to save our thingy.[/quote]
On the first couple of pages there are links to the artwork repository where you can get the original textures as source and comparisons. The environments (nebulae) could probably make us of fractal details added to them. Just poke around in the artwork until you find something that catches your eye and play with it. Hopefully soon we'll get it setup so we can all view each other's work and cross contribute to individual projects.Ramaglor wrote:QUOTE (Ramaglor @ Aug 26 2006, 08:15 PM) I would like to help, but I have no idea where to start. While I have no current skills in this area, I can learn fast. By the way, I can provide fractally generated continuous textures (read natural looking).
[img]http://www.freeallegiance.org/forums/st ... erator.gif" alt="IPB Image">
<img src="http://adaven6x7.googlepages.com/PKBanner3copy.png[/img]
<img src="http://adaven6x7.googlepages.com/PKBanner3copy.png[/img]
Im remaking the Insignias for bases and ships(well i needed them so i could just as well do them).
I'm using the "New" insignia's, those u can see in the lobby.
The first is IC, which is also the faction im fiddeling about with.
This is a small version for show here, the big is going to the repository.
The next in the works is Rix and Belters. Giga is last since, its to easy!
Nevertheless If u need a High res version or a Vector of either, say so and ill upload them to the rep. for DL.
File format can be .ai .swf . psd or any pixel file, what u need!
I can make a Transparent version or a version with a Keycolour
@raveen
If u can handle a vector file type, plz. tell me.
I dont know which file types Gimp can import.
Many of the decals... Smilies, Radioactivity sign's, Shark mouth, Launchbay symbols or signs are made in Vector so we can patch them on the new base tex/background, this way we dont have to think about those detailes when we mess about. So if u have any special's let me know.
Why vector u may ask... we will have a more sharp image and we can screw around without having to worry about messing with the pixels.
Ofcause the end result will be Pixel but when we work, its more flexible.
Zap
I'm using the "New" insignia's, those u can see in the lobby.
The first is IC, which is also the faction im fiddeling about with.
This is a small version for show here, the big is going to the repository.
The next in the works is Rix and Belters. Giga is last since, its to easy!
Nevertheless If u need a High res version or a Vector of either, say so and ill upload them to the rep. for DL.
File format can be .ai .swf . psd or any pixel file, what u need!
I can make a Transparent version or a version with a Keycolour
@raveen
If u can handle a vector file type, plz. tell me.
I dont know which file types Gimp can import.
Many of the decals... Smilies, Radioactivity sign's, Shark mouth, Launchbay symbols or signs are made in Vector so we can patch them on the new base tex/background, this way we dont have to think about those detailes when we mess about. So if u have any special's let me know.
Why vector u may ask... we will have a more sharp image and we can screw around without having to worry about messing with the pixels.
Ofcause the end result will be Pixel but when we work, its more flexible.
Zap
Life suck's and then u play Alleg.
-.. ..- -.- . -. ..- -.- . .----. . -- .. ... - .... . --. .-. . .- - . ... -

-.. ..- -.- . -. ..- -.- . .----. . -- .. ... - .... . --. .-. . .- - . ... -

The starmap for enviroments:
Milky Way
I tested it but the current client downsizes the graphic and then stretches it, so it just looks like a blurry nebula (almost like before). So I don't know if it needs further bright adjustments.
I think client generated stars need to be fixed so they are painted before the enviroment horizon and not behind. Or maybe the enviroment sphere should be bigger.
Edit: Or just place the horizon ribbon on a different model than the enviroment sphere.
Milky Way
I tested it but the current client downsizes the graphic and then stretches it, so it just looks like a blurry nebula (almost like before). So I don't know if it needs further bright adjustments.
I think client generated stars need to be fixed so they are painted before the enviroment horizon and not behind. Or maybe the enviroment sphere should be bigger.
Edit: Or just place the horizon ribbon on a different model than the enviroment sphere.
Last edited by SpaceJunk on Sun Aug 27, 2006 11:28 am, edited 1 time in total.

Also I was bored and I did these two hand-made asteroid textures:
Brown rock
Blue rock
These are downsized from 2048x2048 so I can upload them. They are horizontally seamless. I didn't test how they look in game yet. Maybe their details are too random to fit with the nice planet surface maps, but maybe they can be useful somewhere else.
And no, I'm not a very good graphic maker. It's just so simple as:
- Fill the image with a base texture.
- Paint randomly at 10% opacity with other good textures (there's grass and dry mud in those images!).
- Sharpen, adjust colors, saturation and brightness.
Brown rock
Blue rock
These are downsized from 2048x2048 so I can upload them. They are horizontally seamless. I didn't test how they look in game yet. Maybe their details are too random to fit with the nice planet surface maps, but maybe they can be useful somewhere else.
And no, I'm not a very good graphic maker. It's just so simple as:
- Fill the image with a base texture.
- Paint randomly at 10% opacity with other good textures (there's grass and dry mud in those images!).
- Sharpen, adjust colors, saturation and brightness.



