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Re: Cool | ||
Posted By: Forrest of B.org | Date: 8/27/04 8:41 p.m. | |
In Response To: Cool (Adam Ashwell) : Hey, those are pretty good. I'm sorry for complaining and all that. Again, my
Hmm... all the colors should have exactly the same light value, just a different hue. In fact the color variations were made by telling Photoshop to take a duplicate batch of the Oranges and hue-shift them 90 degrees, then shift another dupe batch 180, and another dupe batch 270, and another dupe batch desaturated. So I could make them ALL darker if you'd like (as it stands this batch is already significantly darker than the last). Also - are you judging the lightness in Forge or in game? Cause Forge is probably making them lighter due to screwy CLUTs again. Damnit, why can't game developers just support true color!? : Again, awesome job with these textures. I can't wait to see the 512x512
Yay! You like them! Er wait... you didn't see the 512s? I uploaded them all... oh, you mentioned elsewhere that links were broken, I should look into that. For now, the 512s should be here: http://eternal.psyjnir.net/files/Shapes/Textures/TexturesV4/shuttles/512Set5.sit : Maybe, at some point (emphasis on SOME POINT), you could do this to every
I'm always open to making universal modifications to the textures like I did with these. These new ones just have a few modifications thrown into the batch process that generates the whole texture set: the blending mode on the Logos is different, I changed the Pipe template a little by group-overlaying and merging some wavy bevels into it, and the chitin base texture is overlayed with a scaled-up version of itself. Run it through the batch process and this new version came out. If you or anyone have some suggestions for, say, how to make the canvas base texture in Set 4 more interesting (which I've already got a few ideas for), it's fairly easy to implement something like that. I just don't want to go changing around the whole way that the textures are made, and what kind of textures are in there, thus requiring a complete retexturing of all the levels. Speaking of which, I got your email suggestions for the Set 4 pipes, and it made me realize something: most of the "widgets" (pipes, lights, logos, etc) I have centered and not touching the edges so that you can insert a Light into the middle of some plain walls and then a Logo down the hall from there and they look like decals placed on an otherwise continuous wall. But the "pipes" (horizontal/vertical things - in Pfhor they are really more like vines, in Forerunner they are bars of light, etc) already can't loop around their ends with anything other than themselves, ie a plain wall would look wrong if a pipe just suddenly started in the middle of it. So I can add whatever other horizontal or vertical details I want to the appropriate "pipe" textures, giving you some much more interesting textures for hallways, elevator shafts and such. : And I'm starting working on L16 and L19 again now. I just decided "Fuck
Yaay! We might make it after all! |
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