tw3k
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« on: March 11, 2007, 07:22:04 PM » |
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textures/base_door/c_ggrate8_b.tga textures/base_door/quake3sign_outside.tga textures/base_door/quake3sign.tga textures/base_door/shinymetaldoor_outside.tga textures/base_door/shinymetaldoor.tga
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tw3k
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« Reply #1 on: March 11, 2007, 07:23:10 PM » |
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source/assets/textures/tw3k/c_ggrate8_b.psd source/assets/textures/tw3k/quake3sign.psd source/assets/textures/tw3k/shinymetaldoor.psd
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dmn_clown
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« Reply #2 on: March 11, 2007, 08:09:03 PM » |
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I think your shineymetaldoor has a bit too much glare but it might look cool as a shader with tinfx or chrome mapped over it.
(Be sure to checkout the latest svn to see what's been done and what needs improving :-)
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tw3k
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« Reply #3 on: March 11, 2007, 08:32:47 PM » |
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I think your shineymetaldoor has a bit too much glare but it might look cool as a shader with tinfx or chrome mapped over it.
This is new ground for me. Looking through your gothic textures I notice shaders and scripts in conjuction with the images. I'm just shooting at it on the fly not knowing the additional elements that effect the texture. One thing in particular, you might be able to clue me in on, is that the original ID tga texture has an alpha channel. The shinydoor texture in the screenshot, thanks btw for the screenies, has a rather harsh alpha channel. So... does the alpha cahnnel have an effect on how the image is rendered ingame?
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dmn_clown
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« Reply #4 on: March 11, 2007, 09:25:58 PM » |
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In a normal texture the alpha channel doesn't really matter much, it just comes into play when you want to get certain effects in shaders, in my experience anyway. iD used the original texture in a shader with this blend function: blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA which requires an alpha channel to display properly and then they mapped the q3sign over it... I don't know how that would look in game with your textures. Simply put, if you want transparency along with a texture you need an alpha channel or mask so the engine knows to make that part of the texture transparent during the rendering (as long as there is a correctly written shader to go with it). Looking through your gothic textures I notice shaders and scripts in conjuction with the images. That's because my textures suck so I cheat to make them look good ;-p Actually with your system specs it might be difficult to see how shaders will display, so you probably shouldn't worry about writing the shaders to go along with the textures. I don't have a problem writing shaders for other people's textures and I'm sure other's that are contributing or want to contribute will help as well if they have time. I'll test out a few shader ideas on your doors to see if they look good and post screenies.
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dmn_clown
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« Reply #5 on: March 11, 2007, 10:31:35 PM » |
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This is what happens with your texture and the blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA I think it is a nice invisible door. but with this shader: textures/base_door/shinymetaldoor { { map textures/base_door/shinymetaldoor.tga rgbGen identity } {
map textures/base_wall/chrome_env.jpg tcGen environment tcmod scale .5 .5 rgbGen oneminusvertex //lightingdiffuse }
{ map textures/base_door/shinymetaldoor.tga blendFunc add rgbGen identity }
{ map textures/base_door/quake3sign.tga blendFunc add rgbGen identity }
{ map $lightmap rgbgen identity blendFunc filter } } it looks like the second screeny.
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tw3k
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« Reply #6 on: March 11, 2007, 11:20:41 PM » |
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wild! looks pretty crapy in there, heh.
c_ggrate8_b was the one i was thinking about with the harsh alpha channel.
the shineymetaldoor doesn't have an alpha at all.
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dmn_clown
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« Reply #7 on: March 12, 2007, 12:37:46 AM » |
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actually it does, it is just solid white.
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tw3k
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« Reply #8 on: March 12, 2007, 12:57:26 AM » |
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maybe I need to add a solid black alpha channel?
What do you think, should I keep on pluging along?
Even if that shinymetaldoor.tga isn't a good replacement are the others a suitable place holder?
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dmn_clown
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« Reply #9 on: March 12, 2007, 03:07:19 AM » |
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I'd say keep plugging along, the other textures seem to be pretty good and will probably end up in the svn.
The grate would make a pretty cool door edge depending on the level.
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tw3k
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« Reply #10 on: March 12, 2007, 03:21:15 AM » |
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cool
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tw3k
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« Reply #11 on: March 14, 2007, 03:01:59 AM » |
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textures/base_door/kcdm18talldoormetal.jpg textures/base_door/kcdm18talldoormetal_top.jpg textures/base_door/kcdm18talldoorpatch10bottom.jpg textures/base_door/kcdm18talldoorpatch10top.jpg
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tw3k
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« Reply #12 on: March 14, 2007, 03:05:42 AM » |
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source/assets/textures/tw3k/kcdm18talldoor_full.psd
marble version too
tar.bz2 is 1.9 MB :/ 4.8 MB uncompressed
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« Last Edit: March 14, 2007, 03:09:09 AM by tw3k »
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dmn_clown
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« Reply #13 on: March 14, 2007, 06:19:29 AM » |
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That is one of the good things about the GIMP, great compression.
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tw3k
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« Reply #14 on: March 16, 2007, 02:06:27 AM » |
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textures/base_door/kcdm18door_bot.jpg textures/base_door/kcdm18door_top.jpg
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tw3k
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« Reply #15 on: March 16, 2007, 02:12:48 AM » |
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source/assets/textures/tw3k/kcdm18door.psd
psd is 7.6 megs tar.bz2 is 3.7 megs sent to dmn_clown
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dmn_clown
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« Reply #16 on: March 16, 2007, 11:28:29 AM » |
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heh... I converted it to xcf and shaved off 1.1 megs
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tw3k
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« Reply #17 on: March 16, 2007, 12:11:23 PM » |
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heh, cool. I just tried it and it shaved more than a meg off the file size.
A few of the layer effects and masks didn't convert tho.
Should I reproduce those in xcf format?
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dmn_clown
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« Reply #18 on: March 16, 2007, 01:43:57 PM » |
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I think some of your layers could be combined, that would definitely shrink the file size, along with the deletion of some of the invisible layers.
Try that and then resend.
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tw3k
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« Reply #19 on: March 16, 2007, 01:51:59 PM » |
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ok, 2 megs, 1.5 compressed. not good for reworking but can put a different background tile on it easy enough.
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« Last Edit: March 16, 2007, 02:05:35 PM by tw3k »
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dmn_clown
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« Reply #20 on: March 16, 2007, 03:23:03 PM » |
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that should do.
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tw3k
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« Reply #21 on: April 14, 2007, 05:46:01 PM » |
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well I'm about out of here for the season. I wish I had gotten further along on the place holders. I do hope that someone picks up the ball and forges ahead. I like to bitch and moan about my out-dated hardware soooo.... I was was thinking it would be cool to model textures in blender and render them with yafray using hdri. it'd be a worthy project and if not done, or needed tw3k'd on, I'll pick it up again next winter. Assuming i get a new rig, lol. Anyways, i do hope someone more worthy than I picks this up
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dmn_clown
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« Reply #22 on: April 14, 2007, 07:28:13 PM » |
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I was was thinking it would be cool to model textures in blender and render them with yafray using hdri.
Now that sounds interesting, you should try that before you take off.
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tw3k
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« Reply #23 on: April 14, 2007, 09:19:03 PM » |
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Just not enough time I'm out by May. If it hasn't been done by next winter I'll pick it at any rate ggs
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« Last Edit: April 14, 2007, 10:51:21 PM by tw3k »
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dmn_clown
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« Reply #24 on: April 14, 2007, 09:50:27 PM » |
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Bummer, have a good summer, then.
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