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OpenArena Contributions => Graphics => Topic started by: tw3k on March 11, 2007, 07:22:04 PM



Title: base textures
Post by: tw3k on March 11, 2007, 07:22:04 PM
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



Title: Re: base textures
Post by: tw3k on March 11, 2007, 07:23:10 PM
source/assets/textures/tw3k/c_ggrate8_b.psd
source/assets/textures/tw3k/quake3sign.psd
source/assets/textures/tw3k/shinymetaldoor.psd


Title: Re: base textures
Post by: dmn_clown on March 11, 2007, 08:09:03 PM
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 :-)


Title: Re: base textures
Post by: tw3k on March 11, 2007, 08:32:47 PM
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?


Title: Re: base textures
Post by: dmn_clown on March 11, 2007, 09:25:58 PM
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).

Quote
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.


Title: Re: base textures
Post by: dmn_clown on March 11, 2007, 10:31:35 PM
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:
Code:
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.


Title: Re: base textures
Post by: tw3k on March 11, 2007, 11:20:41 PM
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.


Title: Re: base textures
Post by: dmn_clown on March 12, 2007, 12:37:46 AM
actually it does, it is just solid white.


Title: Re: base textures
Post by: tw3k on March 12, 2007, 12:57:26 AM
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?


Title: Re: base textures
Post by: dmn_clown on March 12, 2007, 03:07:19 AM
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.


Title: Re: base textures
Post by: tw3k on March 12, 2007, 03:21:15 AM
cool


Title: Re: base textures
Post by: tw3k on March 14, 2007, 03:01:59 AM
textures/base_door/kcdm18talldoormetal.jpg
textures/base_door/kcdm18talldoormetal_top.jpg
textures/base_door/kcdm18talldoorpatch10bottom.jpg
textures/base_door/kcdm18talldoorpatch10top.jpg


Title: Re: base textures
Post by: tw3k on March 14, 2007, 03:05:42 AM
source/assets/textures/tw3k/kcdm18talldoor_full.psd

marble version too

tar.bz2 is 1.9 MB :/ 4.8 MB uncompressed


Title: Re: base textures
Post by: dmn_clown on March 14, 2007, 06:19:29 AM
That is one of the good things about the GIMP, great compression.


Title: Re: base textures
Post by: tw3k on March 16, 2007, 02:06:27 AM
textures/base_door/kcdm18door_bot.jpg
textures/base_door/kcdm18door_top.jpg


Title: Re: base textures
Post by: tw3k on March 16, 2007, 02:12:48 AM
source/assets/textures/tw3k/kcdm18door.psd

psd is 7.6 megs tar.bz2 is 3.7 megs sent to dmn_clown


Title: Re: base textures
Post by: dmn_clown on March 16, 2007, 11:28:29 AM
heh... I converted it to xcf and shaved off 1.1 megs


Title: Re: base textures
Post by: tw3k on March 16, 2007, 12:11:23 PM
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?


Title: Re: base textures
Post by: dmn_clown on March 16, 2007, 01:43:57 PM
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.


Title: Re: base textures
Post by: tw3k on March 16, 2007, 01:51:59 PM
ok, 2 megs, 1.5 compressed. not good for reworking but can put a different background tile on it easy enough.


Title: Re: base textures
Post by: dmn_clown on March 16, 2007, 03:23:03 PM
that should do.


Title: Re: base textures
Post by: tw3k on April 14, 2007, 05:46:01 PM
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 :)




Title: Re: base textures
Post by: dmn_clown on April 14, 2007, 07:28:13 PM
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. :)


Title: Re: base textures
Post by: tw3k on April 14, 2007, 09:19:03 PM
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 :)


Title: Re: base textures
Post by: dmn_clown on April 14, 2007, 09:50:27 PM
Bummer, have a good summer, then. :)


Title: Re: base textures
Post by: tw3k on April 14, 2007, 10:51:42 PM
thx man, you too :)