Texture thread

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Re: Texture thread

by Xaser » Wed Oct 16, 2013 6:30

Looks nice -- some good stuff for sure. And certainly feel free to add some edits. I'll sneak 'em in when I can. ;)

Re: Texture thread

by cybdmn » Sat Oct 12, 2013 13:01

I tried to play around a little bit with new textures for dune city, and have uploaded the textures to dropbox under ../textures new/2013/cybdmn new cairo/
There are nothing very special, just some variations of cages textures.

Re: Texture thread

by Xaser » Mon Jan 14, 2013 16:19

It'll get a proper sky at some point. The only places actual pitch-black will be used is Cyberspace, since it indeed looks somewhat artificial. ;)

Re: Texture thread

by Matt534Dog » Mon Jan 14, 2013 7:19

Will an actual night sky texture be implemented, or will it just stay pitch black? The pitch black sky looks a bit out of place, in my opinion.

Re: Texture thread

by Cage » Sat Nov 17, 2012 12:36

The vantage point on the great wall may be a bit too high :P

Re: Texture thread

by Xaser » Mon Nov 12, 2012 7:32

Their center is actually right on the horizon, so they work great in-game as a result. Sans the city-test one, of course, but that one's non-canon anyhow. ;)

Re: Texture thread

by .+:icytux:+. » Sun Nov 11, 2012 16:13

The skies look good, and the way you worked them into the palette looks good.

Have you tried them ingame though? The perspective on them looks like it might look really weird ingame. I remember trying some skies out which showed this much of the "ground" before too, and it looks like the ground bends up like in inception. But I havn't tried theese myself, I was just merely pointing out that it might be worth to check if they "work".

Re: Texture thread

by Cage » Thu Oct 25, 2012 13:12

You've probably already noticed, but I've been messing around the sky graphics :) Trying to avoid palette raping as much as possible, but it's not easy

Ones I considered finished:
Paris/France sky (sky_pris)
Alcatraz sky (sky_traz)
Egypt/desert sky (sky_dsrt - sky_dsrt_alt looks okay, but doesn't give off the "heatwave" vibe ;)

Need your opinions on the Great Wall (sky_wall) sky colorwise(plus it may be pushed about 30-40 pixels up, since the vantage point seems to be too high), ingame, sky_city_test is a test and will probably be scrapped. We're far better off using a clean sky and placing any buildings inside the maps, IMO.

Re: Texture thread

by Cage » Sat Aug 25, 2012 23:20

Palace set is tougher than I thought, so slow progress on that one. Uploaded some more cyberspace wackiness - "switch" textures plus smaller (64x96) doors labelled as p2p connection and big doors l(128x128) labeled as broadband dataway ;) I'm considering cyberspace set pretty much done, but I may create some more new stuff like the "switch" dialog boxes or some others, the dos/win95 file list is a crazy idea that sprang to my mind - you can use that one as a scrolling (or not) mid-texture.

Re: Texture thread

by Cage » Mon Jul 30, 2012 23:51

Some minor flat edits, new carpets and liquids - sludge and goo, those are 64x64 because of my mistake but guess they'll work okay.

Re: Texture thread

by Xaser » Mon Jul 30, 2012 5:00

Ah, okay. If it's just a proof-of-concept, all is well -- just don't want to have a copyrighted photo sneak its way into the wad. :P

Re: Texture thread

by cybdmn » Mon Jul 30, 2012 3:17

The source is just a random photo i used, to illustrate the style i want to have.

Re: Texture thread

by Xaser » Sun Jul 29, 2012 21:59

Hmm, the window style works, but the color and shape is really distorted. What's the source of the window image?

Re: Texture thread

by cybdmn » Sun Jul 29, 2012 19:15

I have uploaded to dropbox a new window version to an existing texture. I did not know, how it looks ingame, i think, Cage can look at the texture, and say more.

Image

Re: Texture thread

by cybdmn » Tue Jul 24, 2012 7:24

Thank you, that helps really. I retextured some houses before i left home in the morning, and they fit perfectly in style.
I Bad a look over the resources yesterday, and i guess, i can create the textures needed to compensate height variations by myself.

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