: 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).
Well, I would like just the greens to be a trifle darker. Is that possible? If not, then don't worry about it.
: 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!?
Well, both. But the new, darker textures help.
: 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
I downloaded the 512x512 textures yesterday, and they're great. I played my map and Stark Raven Mad with them. They really do help give it a bit of a darker, more alien feel. A suggestion for the metal: this is a very vague suggestion, I know, but, you said you didn't know what to do with the metal: could you somehow make it more alien? I dunno, but, just regular metal looks a little out of place, especially with the changes you've made.
: 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.
You know, we really need to find a way around the 130 texture limit. I hate that damn thing. ::shakes fist at heavens::
: Yaay! We might make it after all!