Textures from the Art Source

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

Oh well yeah, definitely it'd be a lot more convenient to let ICE assign textures to models. I was originally just pointing it out that it could be done with a little work through the current system. In My last post I had thought you were concerned about the increased number of textures being loaded into memory for rendering (and .png's get decompressed there I think), which might lower framerates on slower machines.
Last edited by Adaven on Wed Mar 18, 2009 5:18 am, edited 1 time in total.
Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

Do I understand correctly that stuff in the /artwork/textures overrides whatever is in /artwork?
Are there any exceptions to this?

Also, are there any restrictions on using PNG textures with a pointer in the bmp.mdl?
Image Image Image
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

That is correct.



.png's with a text bmp.mdl work fine, but I would make sure you've got the transparency flag correctly set.
Compellor
Posts: 994
Joined: Fri Jul 06, 2007 12:56 am
Location: Columbus, OH

Post by Compellor »

Errors in the current download:
IC Garrison (ss27) red and green doors are both black. This is just a bad texture, no reason to use it.
cwbay is missing the raven. This isn't a problem in my book, but some might miss it.
There's a number of files which aren't actually higher resolution, dunno what that's about. I guess they're 24bit instead of 16.
Not an error, but an amusing note: ss25 was Todd's at high res, but they changed it to Ed's because that was legible at low res.
The Giga con (utl14) is broken. Its texture has been changed too much to easily fix it.
wep01 should be wep01b if it's going to replace anything. wep10, wep16, and wep19 are the same way. Just need to rename the text.mdl files and edit the first word of the second line. The higher-res images are more weathered looking then the low-res versions, but I don't think that matters really.

Also, I noticed that, regardless of whether the flag is set "true" or "false", black will display as opaque when viewed in flight but as transparent in the loadout screen and the target display. Guess I should check whether that's a known bug.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

Which files weren't high-res?

Note that a number of original MS-textures were ridculously low res, like 64x64. So if there are 128's or 256's in Quia's pack, they might still be "high-res"
Last edited by Adaven on Thu Apr 22, 2010 11:07 pm, edited 1 time in total.
Compellor
Posts: 994
Joined: Fri Jul 06, 2007 12:56 am
Location: Columbus, OH

Post by Compellor »

Adaven wrote:QUOTE (Adaven @ Apr 22 2010, 07:07 PM) Which files weren't high-res?

Note that a number of original MS-textures were ridculously low res, like 64x64. So if there are 128's or 256's in Quia's pack, they might still be "high-res"
I'm not gonna bother looking through it again, it's just that if you open up MDLUtility and an image viewer and go through image by image, you'll notice that some of them are the same resolution as the file currently in use, typically 256x256.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
Quia
Posts: 159
Joined: Sun Feb 12, 2006 8:00 am

Post by Quia »

QUOTE There's a number of files which aren't actually higher resolution, dunno what that's about. I guess they're 24bit instead of 16.[/quote]
Correct. I pretty much just pulled out every usable texture I could find, if they were the same res as the existing ones, they're still at a higher bit depth, which is still a definite improvement, just not the 4x detail you get going up to 512s.
Compellor wrote:QUOTE (Compellor @ Apr 22 2010, 07:30 AM) Errors in the current download:
IC Garrison (ss27) red and green doors are both black. This is just a bad texture, no reason to use it.
The Giga con (utl14) is broken. Its texture has been changed too much to easily fix it.
wep01 should be wep01b if it's going to replace anything. wep10, wep16, and wep19 are the same way. Just need to rename the text.mdl files and edit the first word of the second line. The higher-res images are more weathered looking then the low-res versions, but I don't think that matters really.
Pulled the ss27 file out, and fixed the rest. Whoever made the wep's was on crack at the time, some of them even have two identical bmp.mdl's in the artwork folder, one wep##b and wep##, and only use one of them.. Anyways. My files now follow the same lack of standard naming conventions. :P Thankyou Compellor for noticing that they weren't actually getting used, and I found a few more.

Patch File

Contains
utl14a.png
wep01bbmp.mdl
wep09bbmp.mdl
wep10bbmp.mdl
wep11bbmp.mdl
wep13bbmp.mdl
wep16bbmp.mdl
wep19bbmp.mdl
ImageImage
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