High resoultion textures needed.

Discussion area for user-created Allegiance models, textures, voicechats, music, and other ingame content.
Shizoku
Posts: 5816
Joined: Fri Aug 29, 2003 7:00 am
Location: Ozzy's right nut.

Post by Shizoku »

Ada-the textures look phenominal, but will the connecting points between the rock and the non rock be smoothed over? It's not as bad on the giga bases, but on the belters it looks funny seeing the high res up against the low res stuff.

Keep up the great work though!
Image
Your_Persona
Posts: 773
Joined: Sat Dec 04, 2004 8:00 am
Contact:

Post by Your_Persona »

just... wow /blink.gif" style="vertical-align:middle" emoid=":o" border="0" alt="blink.gif" />
-->>Elitism<<--
I'm not Hamlet. I don't take part any more. My words have nothing to tell me anymore.
Mpane
Posts: 214
Joined: Tue Jun 20, 2006 7:00 am
Location: Serbia

Post by Mpane »

Great work guys. I think people will have problems bombing the bases, how beautiful they are. HTT is the only way now /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
[sig]Image
"Μολών Λαβέ" - Leonidas I of Sparta (read more)
[/sig]
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

Shiz, the non-rock textures on the bases are going to be upgraded eventually as well, either by me or someone else.
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

Helium, perhaps a little too brown, may have to reign in the colors on the stock images a bit more.

veiw 1
view 2
Zapper
Posts: 1306
Joined: Sat Jan 29, 2005 8:00 am
Location: Denmark

Post by Zapper »

Adaven wrote:QUOTE (Adaven @ Sep 6 2006, 07:36 AM) Helium, perhaps a little too brown, may have to reign in the colors on the stock images a bit more.

veiw 1
view 2
Tim Burton meets Steven King /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Life suck's and then u play Alleg.
-.. ..- -.- . -. ..- -.- . .----. . -- .. ... - .... . --. .-. . .- - . ... -
Image
Your_Persona
Posts: 773
Joined: Sat Dec 04, 2004 8:00 am
Contact:

Post by Your_Persona »

Zapper,

Do you have any kind of list of which files have been done, and which ones are in the next batch?

I was digging around in the code the other day and noticed that allegiance used to (or currently does) load alternate textures depending on the dammage a hull has recieved. If i remember correctly an image with a 'd' at the end of the name will be loaded when enough dammage has been recieved.

I'll need to dig into it more.
Sorry I've been quite busy the last cupple weeks with the break and college and moving and such.
-->>Elitism<<--
I'm not Hamlet. I don't take part any more. My words have nothing to tell me anymore.
Grimmwolf_GB
Posts: 3711
Joined: Wed Jul 02, 2003 7:00 am
Location: Germany
Contact:

Post by Grimmwolf_GB »

Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

Your_Persona wrote:QUOTE (Your_Persona @ Sep 6 2006, 06:53 PM) Do you have any kind of list of which files have been done, and which ones are in the next batch?

I was digging around in the code the other day and noticed that allegiance used to (or currently does) load alternate textures depending on the dammage a hull has recieved. If i remember correctly an image with a 'd' at the end of the name will be loaded when enough dammage has been recieved.

I'll need to dig into it more.
Sorry I've been quite busy the last cupple weeks with the break and college and moving and such.
actually it's dm# with #= 1,2, or 3 for each level of damage. There are files for most IC, giga, and rix ships, a mix of stations, 9 capships, and some drones/escape pods. Each damage file isn't a full texture, just a 256x256 black and white image of scars and bullet holes.

I'm not sure if/how the code planned on taking these black and white images and adding them to the normal textures on the fly. With the current engine, if you set them in an Overlay layer on top of the normal textures in photoshop you get something decent looking.


As far as a list of completed stuff:

What I've got at ~95% doneness:
bgrnd03 - generic rock, giga/belt gar, belt ref/tele
bgrnd05 - generic rock
bgrnd52 - sup rock*
bgrnd56 - He rock
ss18a - giga/belt sy rocky bits
ss92a - giga lt op rocky bits
ss93a - giga/belt sup rocky bits*

Other rocks that need doing:
bgrnd53 - Tac rock*
bgrnd54/utl20a - built exp rocks (giga/belts)
bgrnd57 - the "cheerio" a.k.a giga tac rock
bgrnd51 - Uranium. SpaceJunk has a really nice one started, but I don't know how complete it is yet.

*There is one issue I've come across with sup/tac rocks. Unbuilt sup rocks are purple and unbuilt tac rocks have a green icon (although thier textures are identical to sup rocks). On the other hand, built upon sup rocks (giga and belt) are a bright green and built upon tac rocks are the same purple as the unbuilt sup rock. The question is should I force the colors/patterns of the rocks that have been built on to match thier unbuilt counterparts to maintain consistency or leave things alone?

Do you have any environments done from that thread you first posted your tutorial in, YP? I might try to make a couple after this first pass on the rocks.
Last edited by Adaven on Thu Sep 07, 2006 3:10 am, edited 1 time in total.
Terralthra
Posts: 1748
Joined: Fri Nov 18, 2005 8:00 am
Location: San Francisco, CA, USA

Post by Terralthra »

Adaven wrote:QUOTE (Adaven @ Sep 7 2006, 01:06 PM) *There is one issue I've come across with sup/tac rocks. Unbuilt sup rocks are purple and unbuilt tac rocks have a green icon (although thier textures are identical to sup rocks). On the other hand, built upon sup rocks (giga and belt) are a bright green and built upon tac rocks are the same purple as the unbuilt sup rock. The question is should I force the colors/patterns of the rocks that have been built on to match thier unbuilt counterparts to maintain consistency or leave things alone?

Fix it.
Post Reply