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Author Topic: gothic textures  (Read 46723 times)
dmn_clown
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« Reply #25 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.
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« Reply #26 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.
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dmn_clown
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« Reply #27 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)
« Last Edit: September 09, 2007, 10:14:28 AM by dmn_clown » Logged

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« Reply #28 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.
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dmn_clown
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« Reply #29 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
« Last Edit: September 09, 2007, 10:14:51 AM by dmn_clown » Logged

DeathByGuitar
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« Reply #30 on: February 17, 2007, 12:07:09 AM »

my god, that's nice. some of the quake 1 maps could use that!!


(hint, hint)
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dmn_clown
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« Reply #31 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.
« Last Edit: September 09, 2007, 10:15:13 AM by dmn_clown » Logged

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« Reply #32 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
« Last Edit: September 09, 2007, 10:15:35 AM by dmn_clown » Logged

dmn_clown
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« Reply #33 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

« Last Edit: September 09, 2007, 10:15:55 AM by dmn_clown » Logged

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« Reply #34 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
« Last Edit: September 09, 2007, 10:16:20 AM by dmn_clown » Logged

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« Reply #35 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
« Last Edit: September 09, 2007, 10:16:42 AM by dmn_clown » Logged

Czestmyr
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« Reply #36 on: February 25, 2007, 04:08:23 PM »

Hey, dmn_clown! It's nice that someone is creating more textures. Need some helping hand?
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« Reply #37 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?
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« Reply #38 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?
« Last Edit: February 25, 2007, 05:56:57 PM by Czestmyr » Logged

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« Reply #39 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 post.  If you want to, of course.
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« Reply #40 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
« Last Edit: September 09, 2007, 10:17:02 AM by dmn_clown » Logged

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« Reply #41 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
« Last Edit: September 09, 2007, 10:17:23 AM by dmn_clown » Logged

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« Reply #42 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
« Last Edit: September 09, 2007, 10:17:47 AM by dmn_clown » Logged

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« Reply #43 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
« Last Edit: September 09, 2007, 10:18:07 AM by dmn_clown » Logged

dmn_clown
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« Reply #44 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
« Last Edit: September 09, 2007, 10:18:25 AM by dmn_clown » Logged

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« Reply #45 on: March 03, 2007, 12:18:16 AM »

- source textures for the original blocks
« Last Edit: September 09, 2007, 10:18:42 AM by dmn_clown » Logged

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« Reply #46 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?
« Last Edit: September 09, 2007, 10:19:34 AM by dmn_clown » Logged

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« Reply #47 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)
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dmn_clown
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« Reply #48 on: March 04, 2007, 11:11:41 AM »

- gothic_light 2 + 3
- better looking baslt4_1
- jaildr03_2
- numerous lights added to oalite.shader
« Last Edit: September 09, 2007, 10:19:15 AM by dmn_clown » Logged

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