high res rock texture question

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mesial
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Post by mesial »

I made the image of that map several months ago and still have yet to make it. It could end up as a race to the finish. He he he.
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madpeople
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Post by madpeople »

well, i've made an attempt to brighten the rock textures, an intermediary development release is available here
this development release contains the textures in both .bmp and bmp.mdl formats (note, if your reading this after the final version is released this link may well be dead)

i'm not too happy with the colour of the texture, seems too light, but i don't know how to only make the dark bits brighter so..
Adaven wrote:QUOTE (Adaven @ Mar 2 2007, 12:08 AM) Mad all I did: Original MS rock textures sized at 2048 ----> Add crater layer (overlay mode) ----> Slight tweaking of crater brightness (nasa images too dark for overlay mode, maybe I didn't do it enough)

I'm not really understanding what you are asking for, but there are no "fully illuminated" textures floating about. The original alleg devs made one whole side darker on most roids, probably to add to depth feeling.
ah, i had thought you had made them from scratch

seems the textures aren't continuous with some parts darkened, they have darkened the joins between multiple images stitched together

the top/bottom black may be useful however.

QUOTE I like the elevation map idea, maybe we can do something with that.[/quote]
how hard would it to be for you to make some of these to match the rock textures?
Last edited by madpeople on Sun Mar 04, 2007 6:09 pm, edited 1 time in total.
Adaven
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Post by Adaven »

The original MS textures were continous w/ darkened portions. My crater layer was made of multiple images stitched together, I tried to position seams on the darker regions if possible, and used magic on the ones that were in bright areas so you didn't see them.

So it is just the generic and he rocks that need improvement?

Shouldn't be too hard to match the craters in an elevation map, but overall you'd kinda have to keep the general rock shape in mind. We'll see what happens.
Last edited by Adaven on Mon Mar 05, 2007 1:05 am, edited 1 time in total.
Adaven
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Post by Adaven »

Here's a first pass, a little more even and/or brighter overall. Might cause less "shimmer" as well, we'll see. 2048 with BMP's included, converted w/ mdlc.
Lighter Rocks v1
Last edited by Adaven on Mon Mar 05, 2007 3:04 am, edited 1 time in total.
madpeople
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Post by madpeople »

Adaven wrote:QUOTE (Adaven @ Mar 5 2007, 01:03 AM) The original MS textures were continous w/ darkened portions. My crater layer was made of multiple images stitched together, I tried to position seams on the darker regions if possible, and used magic on the ones that were in bright areas so you didn't see them.

So it is just the generic and he rocks that need improvement?
`1
i think the tech rocks are bright enough
QUOTE Shouldn't be too hard to match the craters in an elevation map, but overall you'd kinda have to keep the general rock shape in mind. We'll see what happens.[/quote]`ys
also, the cracks on tech rocks?

Adaven wrote:QUOTE (Adaven @ Mar 5 2007, 03:03 AM) Here's a first pass, a little more even and/or brighter overall. Might cause less "shimmer" as well, we'll see. 2048 with BMP's included, converted w/ mdlc.
Lighter Rocks v1
yeah, brighter rocks do seem to shimmer less (i think, i didn't really notice it)
some of mine as examples..
http://img206.imageshack.us/img206/1547/20...73626343pv2.png
http://img206.imageshack.us/img206/1609/200734173630wr5.png

can you check your link, i just get a 0byte empty zip file... :/ (tried 3 times)
Last edited by madpeople on Mon Mar 05, 2007 9:04 am, edited 1 time in total.
Adaven
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Post by Adaven »

Well crap, apparently my "free" file host just started requiring payment to enable >10MB downloads. But they still allow me to upload any size, what a brillant idea! Offer to host ppl's data then hold it hostage?! I may just have to get in the filehosting business myself.


So until I find a new host and get access to a stable connection to do the uploading, you'll just have to wait.
Your_Persona
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Post by Your_Persona »

Adaven wrote:QUOTE (Adaven @ Mar 5 2007, 11:05 PM) Well crap, apparently my "free" file host just started requiring payment to enable >10MB downloads. But they still allow me to upload any size, what a brillant idea! Offer to host ppl's data then hold it hostage?! I may just have to get in the filehosting business myself.
So until I find a new host and get access to a stable connection to do the uploading, you'll just have to wait.
get yourself a google account and use their free page maker service. they give you 100mb.
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Adaven
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Post by Adaven »

okay, updated links that should work. btw, google still has a 10 MB/file cap, but apparently so does everyone else nowadays it seems.

2048 only
Lighter v1 mdl's
Lighter v1 bmp's

These may still not be light enough for you mad, but there are more in-line with the MS originals at the least. I also killed the "big" crater on each generic rock as I had recieved a few complaints about them making it too easy to recognize the repetition of rocks in the game. There were also a few seams and empty patches I missed at first that I've now corrected.

Whoever is mirror hosting stuff, feel free to make 1024 versions if you have a moment to spare. If you folks want to replace the old versions in the big packs with these, that'd be great. I think most people will prefer the lighter ones, and I'm now considering them to be the "offical" textures. Further adjustments will come as custom Add-ons.
Last edited by Adaven on Wed Mar 14, 2007 3:31 am, edited 1 time in total.
madpeople
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Post by madpeople »

will update my stickie tomorrow.. or rather today, but when its later than 1AM like it is now.. :(

but for now, i will leave you with this...
http://img145.imageshack.us/img145/580/20073150745250iv7.png
(i think that one had somewhere near 1600 - 1900 polys)
p.s. how are those elevation maps coming?

now i can make .x into .mdl i would quite like to re-make my highpoly rocks with the new textures AND elevation maps to use in the displace modifier
Last edited by madpeople on Thu Mar 15, 2007 12:53 am, edited 1 time in total.
Your_Persona
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Post by Your_Persona »

madpeople wrote:QUOTE (madpeople @ Mar 14 2007, 06:52 PM) i will leave you with this...
http://img145.imageshack.us/img145/580/20073150745250iv7.png

(i think that one had somewhere near 1600 - 1900 polys)
now i can make .x into .mdl i would quite like to re-make my highpoly rocks with the new textures AND elevation maps to use in the displace modifier
/wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />
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