Textures from the Art Source

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
Quia
Posts: 159
Joined: Sun Feb 12, 2006 8:00 am

Post by Quia »

**Files updated April 23, 2010**

Shinies!

131 new textures, 25 that have been done over in higher resolution, included for those who manage to find this and yet have missed every other hires release. There could be more in the latter category, but posters rocks and environments are not included since they A) were mostly 256, B) have been remade at 2048 and C) I sorted through 32 CD's worth of stuff and I wasn't picking out stuff that I knew had been redone already.

Files go in artwork/textures. If you decide to be clever and put them in your artwork directory, not only will you have overwritten your originals, but your Allegiance client will make an exception error and go BOOM. Seriously, just don't do it. (If you do $#@! up and do it, move the files to artwork/textures and all will be fine. Except for your lack of backups, but what were you expecting when you hit 'yes to all'?) :P

Mandatory warning done, here is your Download.
**Files updated April 23, 2010**


Next up, OH finally finished after 4 years in development. Just two weeks away! (That's one week for me, and one for Weed, and one for Apoch...) :ninja:
Last edited by Quia on Fri Apr 23, 2010 11:04 pm, edited 1 time in total.
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Ramaglor
Posts: 687
Joined: Sun Aug 28, 2005 7:00 am
Location: Seattle

Post by Ramaglor »

Awesome!

P.S. June 30th will be the 3 year anniversary of OH.
Spidey's tactical advice on TS during Tourny game
QUOTE We don't need to save our thingy.[/quote]
Raveen
Posts: 9104
Joined: Wed Mar 16, 2005 8:00 am
Location: Birmingham, UK
Contact:

Post by Raveen »

Did you find the PSDs for any of these Quia? It'd be good to have them and see what we can do.
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Spidey: Can't think of a reason I'd need to know anything
Andon
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Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

There are also 'camo masks' that can be applied to ships (a form of customization that existed at one point) and given a variety of colors. Some of these would look pretty neat on existing skins
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pkk
Posts: 5419
Joined: Tue Jul 01, 2003 7:00 am
Location: Germany, Munich

Post by pkk »

Web11b is broken:

Broken code:

Code: Select all

use "model";
wep11Bbmp = ImportImageFromFile("Textures/wep11B.png", false);
Fixed code:

Code: Select all

use "model";
wep11bbmp = ImportImageFromFile("Textures/wep11B.png", false);
MDL vars are case sensitive... ;)
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

Yeah Rav, there are PSD for some of that stuff, but not all of it. Belts has the most I think, which you've probably already seen. We should be able to squeeze out some higher res sections with them. There is also a fair amount that could be done with the non .psd's since some elements are repeated in multiple textures but given more real estate on some textures than on others.
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

QUOTE 18/bitmap_files2/rawexplosins/bmps has some high res explosions. Each frame is 128x128 compared to the 64x64 we currently use, there are also 24 and 16 bit color versions. However, one will need to assemble the individual frames into a single image for it to work in alleg (I think).[/quote]

I forgot that Mad and/or YP had already made some explosions, but these ones match the originals since they are the originals.
Last edited by Adaven on Fri Mar 13, 2009 2:16 pm, edited 1 time in total.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

If someone could point me to a download link for the explosion files, I could run my assembly script on them (if i get time)

yes, both me and YP made explosions
AaronMoore
Posts: 471
Joined: Sun May 06, 2007 3:09 pm
Location: Australia

Post by AaronMoore »

pkk wrote:QUOTE (pkk @ Mar 13 2009, 12:33 PM) Wep11b is broken:

Broken code:

Code: Select all

use "model";
wep11Bbmp = ImportImageFromFile("Textures/wep11B.png", false);
Fixed code:

Code: Select all

use "model";
wep11bbmp = ImportImageFromFile("Textures/wep11B.png", false);
MDL vars are case sensitive... ;)
Thanks very much PKK!!
Fixing that stopped Allegiance crashing when I tried to join a game
:iluv:

Also, thanks a lot Quiva for putting this together, this is great.
Last edited by AaronMoore on Fri Mar 13, 2009 10:31 pm, edited 1 time in total.
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Quia
Posts: 159
Joined: Sun Feb 12, 2006 8:00 am

Post by Quia »

Raveen wrote:QUOTE (Raveen @ Mar 13 2009, 03:53 AM) Did you find the PSDs for any of these Quia? It'd be good to have them and see what we can do.
http://allegiance.reddragoninn-rdi.com/svn...risman%20Codex/ All the psd's I found, and various pieces..
pkk wrote:QUOTE (pkk @ Mar 13 2009, 06:33 AM) Wep11b is broken
Thankyou pkk, I fixed it. :blush: For those who already downloaded, it won't cause a crash the way it is, it just won't load that file.
edit.. Okay apparently it does crash, it didn't when I tested it. :( fixed wep11bbmp.mdl
madpeople wrote:QUOTE (madpeople @ Mar 13 2009, 02:46 PM) If someone could point me to a download link for the explosion files, I could run my assembly script on them
http://allegiance.reddragoninn-rdi.com/svn...dex/Explosions/ The ones used in game are in rawexplosions, at higher res and bitdepth... it would be sweet to see expf/fexp in it's fully glory, though. :iluv:
Last edited by Quia on Fri Mar 13, 2009 10:49 pm, edited 1 time in total.
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