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Author Topic: gothic textures  (Read 42171 times)
dmn_clown
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« 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
« Last Edit: September 09, 2007, 10:08:13 AM by dmn_clown » Logged

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« Reply #1 on: January 31, 2007, 02:23:13 PM »

source
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« Reply #2 on: February 01, 2007, 03:34:17 PM »

more

- windowevil2c remake (With the e3window shaders)
- baseboard08 red + blue
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« Reply #3 on: February 01, 2007, 03:35:23 PM »

source
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« Reply #4 on: February 01, 2007, 08:32:17 PM »

reworked blocks17 + blocks18b for a few more block textures
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« Reply #5 on: February 02, 2007, 01:13:35 PM »

i dunno about those reworks... dm6ish now looks quite blue Shocked
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« Reply #6 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 

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« Reply #7 on: February 02, 2007, 03:53:23 PM »

- source
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« Reply #8 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...)
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« Reply #9 on: February 02, 2007, 05:08:33 PM »

i dunno about those reworks... dm6ish now looks quite blue Shocked

try one of these Smiley
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« Reply #10 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)
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« Reply #11 on: February 03, 2007, 10:21:42 AM »

these?
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« Reply #12 on: February 04, 2007, 03:34:10 PM »

- jump pads w/ shader
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« Reply #13 on: February 07, 2007, 01:18:30 AM »

better looking version
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« Reply #14 on: February 09, 2007, 02:53:53 AM »

- more blocks
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« Reply #15 on: February 10, 2007, 06:11:22 AM »

- wetwall + effect
- fixed syntax error in syn.c
- tightened up match.c
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« Reply #16 on: February 10, 2007, 06:39:19 AM »

Committed.

Bear with me, im sick with a fever, i might have forgotten something :O
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asking when OA3 will be done won't get OA3 done.
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« Reply #17 on: February 10, 2007, 09:42:14 PM »

It's cool, get well as that is more important than game textures and code. (-:
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« Reply #18 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
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« Reply #19 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
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« Reply #20 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

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« Reply #21 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) )-:

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« Reply #22 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
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« Reply #23 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)
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« Reply #24 on: February 15, 2007, 06:42:00 AM »

I didn't use Photoshop either (Paint Shop Pro 5)
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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