I've made an texture for the new he3 asteroid.
Installation:
Extract files into your artwork\texture folder.
Download:
http://dl.dropbox.com/u/2975104/permanent/...d55_highres.zip
HighRes texture for bgrnd55
Just added a moon photo to the original texture, to add details.
Gauss blur and layers did the rest.
Gauss blur and layers did the rest.
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.
Yeah, there aren't any templates just lying around, although you could probably get one from the .x files in the svn art repo. All the asteroid uv maps are just a plain cylindrical projection of equally spaced triangles (bisected quads), wrapping on the left / right edge with a little funny business at the poles. You really wouldn't be able to tell anything from the template since it completely ignores the physical geometry.
The original devs basically mapped a primitive shape, then distorted it to the desired shape, and lighting to cast shadows and "baked" the rendered output back on to the texture map. The only way to recapture that transformation would be to open up the original models in Softimage XSI (models in Arisman Codex) and work from there and re-bake, or do what pkk (and I did), just look at the original texture and try to work around the existing features.
The original devs basically mapped a primitive shape, then distorted it to the desired shape, and lighting to cast shadows and "baked" the rendered output back on to the texture map. The only way to recapture that transformation would be to open up the original models in Softimage XSI (models in Arisman Codex) and work from there and re-bake, or do what pkk (and I did), just look at the original texture and try to work around the existing features.
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