OpenArena Message Boards

OpenArena Contributions => Graphics => Topic started by: dmn_clown on January 31, 2007, 02:16:09 PM



Title: gothic textures
Post by: dmn_clown on January 31, 2007, 02:16:09 PM
-skull light
-revamped sfx/lavabeam (The original kinda bled over making the effect look wrong)
-silly gothic_trim skull textures
-skull wall thingys
- a host of new fogs (I think I got them all)
- the silly beam shaders


Title: Re: gothic textures
Post by: dmn_clown on January 31, 2007, 02:23:13 PM
source


Title: Re: gothic textures
Post by: dmn_clown on February 01, 2007, 03:34:17 PM
more

- windowevil2c remake (With the e3window shaders)
- baseboard08 red + blue


Title: Re: gothic textures
Post by: dmn_clown on February 01, 2007, 03:35:23 PM
source


Title: Re: gothic textures
Post by: dmn_clown on February 01, 2007, 08:32:17 PM
reworked blocks17 + blocks18b for a few more block textures


Title: Re: gothic textures
Post by: fromhell on February 02, 2007, 01:13:35 PM
i dunno about those reworks... dm6ish now looks quite blue :o


Title: Re: gothic textures
Post by: dmn_clown on February 02, 2007, 03:51:32 PM
heh, which ones did you try? 17i was used under water (so the greenish blue makes sense) and rottblock was used in the sewer of q3dm2.

And while I'm at it...

- graycathflesh 



Title: Re: gothic textures
Post by: dmn_clown on February 02, 2007, 03:53:23 PM
- source


Title: Re: gothic textures
Post by: dmn_clown on February 02, 2007, 04:10:06 PM
screeny of that one from q3dm9 I may have to redo it as you can see the seams (You could see them in iD's texture too though, so it may just be the brushes...)


Title: Re: gothic textures
Post by: dmn_clown on February 02, 2007, 05:08:33 PM
i dunno about those reworks... dm6ish now looks quite blue :o

try one of these :)


Title: Re: gothic textures
Post by: fromhell on February 02, 2007, 05:11:20 PM
I don't know, they look kinda like melted embossed chocolate than stone (the old block textures were better)


Title: Re: gothic textures
Post by: dmn_clown on February 03, 2007, 10:21:42 AM
these?


Title: Re: gothic textures
Post by: dmn_clown on February 04, 2007, 03:34:10 PM
- jump pads w/ shader


Title: Re: gothic textures
Post by: dmn_clown on February 07, 2007, 01:18:30 AM
better looking version


Title: Re: gothic textures
Post by: dmn_clown on February 09, 2007, 02:53:53 AM
- more blocks


Title: Re: gothic textures
Post by: dmn_clown on February 10, 2007, 06:11:22 AM
- wetwall + effect
- fixed syntax error in syn.c
- tightened up match.c


Title: Re: gothic textures
Post by: fromhell on February 10, 2007, 06:39:19 AM
Committed.

Bear with me, im sick with a fever, i might have forgotten something :O


Title: Re: gothic textures
Post by: dmn_clown on February 10, 2007, 09:42:14 PM
It's cool, get well as that is more important than game textures and code. (-:


Title: Re: gothic textures
Post by: dmn_clown on February 11, 2007, 08:24:30 AM
- beam textures with a thin black stripe to end their bleeding over
- added an editor image for each of them in the shader file to aid in texture placement + resizing


Title: Re: gothic textures
Post by: dmn_clown on February 14, 2007, 02:11:45 PM
- added timportal, mirror1, mirror2, terrain, terrain2, metalclip to common shader
- added new red and blue teleporters that act the same as the old ones with proper clampmapping behavior
  blocks18b_ow, a few more see-through grates, portal_sfx to clown.shader
- reworked the two cybergrate textures to allow transparency


Title: Re: gothic textures
Post by: fromhell on February 14, 2007, 02:55:48 PM
fun tip: you can cheat for quick detail by "find all edges" then using that new found edges image as a new screen/additive layer. for effects you could also duplicate that layer several times and do some neat blurring on them

(http://openarena.ws/crap/edges.gif)


Title: Re: gothic textures
Post by: dmn_clown on February 14, 2007, 03:43:28 PM
"find all edges" is not a feature The GIMP supports (high end image formats, brewing coffee, paying bills, settling disputes with the SO...  none of these are supported by The GIMP) )-:



Title: Re: gothic textures
Post by: ratix on February 14, 2007, 05:56:19 PM
Quote
"find all edges" is not a feature The GIMP supports (high end image formats, brewing coffee, paying bills, settling disputes with the SO...  none of these are supported by The GIMP) )-:

Mess around with the "find edge" features; I used the gradient algorithm and made this


Title: Re: gothic textures
Post by: dmn_clown on February 14, 2007, 09:30:35 PM
Not exactly the same thing, though.  You'd have to do a lot more work than what leileilol did to accomplish the same thing in the GIMP.

I am not bashing The GIMP, just being honest about its limitations.  There is a reason why none of the major movie studios use it.  Too bad Adobe charge an arm, a leg, and your first born male child for Photoshop.

- two source xcf's crete is the background for q1metal7_99_broke portal is source for portal_sfx (That silly odd shaped thing that went on iD's teleport models)


Title: Re: gothic textures
Post by: fromhell on February 15, 2007, 06:42:00 AM
I didn't use Photoshop either (Paint Shop Pro 5)


Title: Re: gothic textures
Post by: dmn_clown on February 15, 2007, 05:23:47 PM
I suppose I could always wine my copy of PSP 7 to do the same thing easily.  It works, but there are a lot of "fixme" errors from features that aren't implemented in WineHQ yet.


Title: Re: gothic textures
Post by: Blaenk on February 15, 2007, 05:45:52 PM
Isn't winehq just the site (And IRC Channel)? Typically fixme 'errors' are just warnings, kinda like 'todos', so you can typically just continue using the program.


Title: Re: gothic textures
Post by: dmn_clown on February 15, 2007, 07:48:06 PM
Yes but quite a few people confuse Wine with that evil Cedega and/or the not so evil cross over office, hence the HQ.

And if you are getting fixme errors in wine that means that certain features of the program aren't going to function as expected.  PSP crashes more than it should.

- re-wrote the broken water shaders for textures currently available and added a few
- got the iD fog I missed (sfx/fog_intel)


Title: Re: gothic textures
Post by: Malikith on February 16, 2007, 02:58:33 AM
Yeah, Cedega is pretty yucky, I never have liked it, I used to use it like 3 years ago back when it was called winex 3. But Wine is far better now and plus, its free and open source. Those two things alone make it much better but its also technically better.  By the way Clown, I love the textures man, good stuff.


Title: Re: gothic textures
Post by: dmn_clown on February 16, 2007, 08:08:44 PM
- quick and dirty victorian style floor lamp .ase mapobject (Done in gtkradiant converted with q3map2 w/ source .map)
- base_wall/comp3b screen texture (A bit more modern looking than iD's CRT thingy).
- two of the shaders that go with that tex. (comp3b + comp3b_dark)
- added a deform vertexes to portal_sfx so it isn't so obvious that the texture was done half-assed
- new shiney shaders to match some of iD's:
    -textures/base_trim/dark_tin2
    -textures/base_trim/pewter_shiney
    -textures/base_trim/tin
    -textures/base_floor/hfloor3


screeny of the lamp


Title: Re: gothic textures
Post by: DeathByGuitar on February 17, 2007, 12:07:09 AM
my god, that's nice. some of the quake 1 maps could use that!!


(hint, hint)


Title: Re: gothic textures
Post by: dmn_clown on February 17, 2007, 03:34:37 PM
- a few more block re-works and a rain texture
- added a rain shader (iD had one but never used it)
- the stuff you missed in the last svn commit, unless there was a problem, of course.


Title: Re: gothic textures
Post by: dmn_clown on February 19, 2007, 12:06:26 AM
- 2 new see-through grates {base_wall/x_support + base_wall/x_support2}
- more shiny things {base_wall/bluemetalsupport1b_chrome, base_wall/bluemetalsupport2fline, tim/redmetalsupport2fline, base_wall/bluemetalsupport2ftv, base_wall/bluemetalsupport2e, base_wall/bluemetalsupport2e2, base_wall/bluemetalsupport2c_1, base_wall/bluemetalsupport2c}
- corresponding textures
- less craptastic baseboards


Title: Re: gothic textures
Post by: dmn_clown on February 21, 2007, 05:59:00 AM
- new lava texture re-work
- new slime texture re-work
- reworks of proto_brik
- disgusting spot things w/shaders
- blood-splattered textures
- re-works of proto_gruel dark
- a buttload of new skies
- two new slime shaders
- a few new lava shaders



Title: Re: gothic textures
Post by: dmn_clown on February 22, 2007, 04:19:02 PM
- new electric slime, tesla1, tesla1b (I couldn't get them to look like electric sparks no matter what I tried) w/shaders
- proto_zzztblu3 w/shader
- new xian_dm3padwallglow (The old one didn't fit xiandm3padwall) w/shader


Title: Re: gothic textures
Post by: dmn_clown on February 24, 2007, 05:37:15 PM
- 2editor only images for comp3 and comp3b_dark w/updated clown shader (the texture doesn't seem to size properly in Radiant without)
- shiny metal door


Title: Re: gothic textures
Post by: Czestmyr on February 25, 2007, 04:08:23 PM
Hey, dmn_clown! It's nice that someone is creating more textures. Need some helping hand?


Title: Re: gothic textures
Post by: dmn_clown on February 25, 2007, 05:50:42 PM
most definitely!

btw - any chance we could convince you to take a crack at converting quake's dm4 I think that map would look better with your style of texturing/mapping than mine?


Title: Re: gothic textures
Post by: Czestmyr on February 25, 2007, 05:55:18 PM
Sure, I just need to finish my bridge CTF map. It needs a full VIS. But yes, I'd like to make another map (now that the exams are over). It's just a lot of time since I played Quake3 so I don't remember what dm4 looks like.

Regarding the textures - what needs to be done?


Title: Re: gothic textures
Post by: dmn_clown on February 25, 2007, 06:37:19 PM
wrt textures - basically we're trying to re-texture q3a so any map that is out there that uses iD's textures will work with OA.  So original work with the same file names/directory paths as iD's textures.  And by all means if you can do something that I've done better, go for it.

wrt dm4 - there is a link to the source map for quake 1's dm4 in this (http://openarena.ws/board/index.php?topic=476.msg2828#msg2828) post.  If you want to, of course.


Title: Re: gothic textures
Post by: dmn_clown on February 27, 2007, 06:43:06 PM
- moved bms2fl_r.tga to textures/tim (To fix a texture sizing issue)
- 3 editor only images to fix pj_ctf2_sky toxicskytim_blue xtoxicsky_q3ctf3 not appearing in radiant (Edited oasky.shader to match) (Edit the skies to suit your needs if you use them)
- comp3 scrolling text shader


Title: Re: gothic textures
Post by: dmn_clown on February 28, 2007, 02:27:07 AM
- new slime tex w/shaders
- base_wall/concrete_ow + tim/rconcrete_ow w/shaders
-c_met7_2
- renamed that !@#%^#$@ redline thing
- added a working botclip + missleclip to common.shader


Title: Re: gothic textures
Post by: dmn_clown on February 28, 2007, 05:57:23 PM
- added sarge + grunt bots w/different personalities
- new ironcross texture (not an inverted cross and not a quasi-fascist cross more celtic in origin)
- 2 new flares: twilightflare + subtle
- gobs of light textures + shaders
- proto_lightred_flare + proto_lightred2_flare shaders
- moved the light shaders in oanew.shader to oalite.shader
- light1.blend.jpg converted to baseline


Title: Re: gothic textures
Post by: dmn_clown on March 01, 2007, 06:20:52 PM
- reworked largeblock3b3broke (Not aligned properly in kaos but the level needs to be redone anyway to fix the HOMs in the e8 jumppads)
- largeblockfloor3 + 4
- largeblockfloor4broke
- border7_ceil39 + blend


Title: Re: gothic textures
Post by: dmn_clown on March 03, 2007, 12:11:52 AM
- that stupid bugmirror w/shader
- largerblock3b_ow + metalbridge06brokeb w/shader
- largerblock3blood + blocks17bloody w/shader
- blocks17slime, smblk3b3dim_wall, largerblock3b +3b4


Title: Re: gothic textures
Post by: dmn_clown on March 03, 2007, 12:18:16 AM
- source textures for the original blocks


Title: Re: gothic textures
Post by: dmn_clown on March 03, 2007, 02:18:37 PM
- removed the alpha channel from base_light/geolight.tga because of a possible legal issue though the texture itself should be questioned.

The Alpha channel was iD's geolight, is the texture an original with iD's texture being used just for proportions?  Who was the original artist?


Title: Re: gothic textures
Post by: fromhell on March 03, 2007, 10:47:29 PM
Ah, thanks for catching that. Democritus sent me geolight (and along in the same zip file which he sent were many q3 textures)


Title: Re: gothic textures
Post by: dmn_clown on March 04, 2007, 11:11:41 AM
- gothic_light 2 + 3
- better looking baslt4_1
- jaildr03_2
- numerous lights added to oalite.shader