New ship/base models

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
Buyo
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Joined: Mon Jan 22, 2007 10:31 pm

Post by Buyo »

I see, well I want to make my new skin compatible with textures other people did, let's say the high res asteroid package which is one of the most popular ones, should I do it on 1024*1024 or 2048*2048, do you guys have an idea of what setting is used the most?
Last edited by Buyo on Wed Feb 25, 2009 10:25 pm, edited 1 time in total.
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Quia
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Joined: Sun Feb 12, 2006 8:00 am

Post by Quia »

The standard we've been going for is 2048^2, but there is no issue with compatibility for making smaller textures, so long as they are 128, 256, 512, 1024, ect.
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madpeople
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Location: England

Post by madpeople »

Ramaglor wrote:QUOTE (Ramaglor @ Feb 24 2009, 08:21 AM) Asteroids could go for some detail loving
I actually have already made high poly rocks, and have played in game with them, problem is my pc crashed and screwed up my tool chain so I couldn't finish converting all the LODs I wanted to do.
Raveen wrote:QUOTE (Raveen @ Feb 24 2009, 05:39 PM) Anything that can save as .x is Alleg compatible. Blender might be a good choice.
well, .x is sort of alleg compatable...

a rather old not very flexible specification of .x is compatible, most newer .x converters do things slightly differently and the mdlc tool chain hates it.

I think KG is making a new converter that can read .x and output .mdl (as well a other conversions)
Buyo
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Post by Buyo »

Ok so, as a final check up, 2048*2048, png format will work right?
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Adaven
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Post by Adaven »

Yeah, that great buyo. 24 or 32 bit works fine. Graphically they are the same, because currently alleg throws out the alpha channel anyways.
madpeople wrote:QUOTE (madpeople @ Feb 25 2009, 06:17 PM) I actually have already made high poly rocks, and have played in game with them, problem is my pc crashed and screwed up my tool chain so I couldn't finish converting all the LODs I wanted to do.
I've also made some high poly rocks and set it up to bake textures that show geometry accurate shading. Just need to fiddle more with colors in photoshop so that they are consistent with the current ones.


Alternatively, if I find the original NURBS asteroids in the Source Art, we can bake high res versions of the original textures and convert the NURBs models to whatever number of Polygons we want.
Last edited by Adaven on Thu Feb 26, 2009 12:06 am, edited 1 time in total.
Compellor
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Post by Compellor »

What I meant to say is that some of the retextured stuff looks okay, like the miner, and some of it is awful, and mostly I just hate the TT.
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Andon
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Post by Andon »

Adaven wrote:QUOTE (Adaven @ Feb 25 2009, 07:05 PM) Yeah, that great buyo. 24 or 32 bit works fine. Graphically they are the same, because currently alleg throws out the alpha channel anyways.



I've also made some high poly rocks and set it up to bake textures that show geometry accurate shading. Just need to fiddle more with colors in photoshop so that they are consistent with the current ones.


Alternatively, if I find the original NURBS asteroids in the Source Art, we can bake high res versions of the original textures and convert the NURBs models to whatever number of Polygons we want.
There's also the potential to include additional asteroids in the randomization code - I'm going to take a look at it to see what I can do, as having 2 asteroids all over the place generally doesn't do so well
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Buyo
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Post by Buyo »

Something weird happened, when I try to use certain file to use as a material on milkshape, instead of the texture, lot of greenish and bluish garbage appears... anyway I think I got that fixed (I just re saved the file as png and it works ok now), also I can see that ALL the TF models use the same skin... like all the faces are mapped on different parts of the file but it still is the same file... so I guess that changes things a little.

I also thought I was ready to roll because I believed photoshop was going to be like MS paint v2.0, oh silly me, I'll guess I have to read some more about the immense quantity of tools, also I think PS has a 3D modeler now... but I didn't even want to look into it, I have already too much to digest, so I hope I have the tf scout ready by monday or sooner... but we'll see.
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