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Re: Texture thread
Posted: Mon Jul 23, 2012 9:47
by cybdmn
Did you have an idea, when the next version of the IWAD will be available?
Cage, it would be nice if i can have the more sandstone textures in a second variation, where i have 32 pixels from the bottom neutral, without any detail stuff. I built a section where i constantly change the height of the streets. It would be nice, if i can compensate the height difference.
When i have a new IWAD, i will retexture the houses, and post some new screenshots.
Maybe some of you can remember my first screenshots, the wasteland you could see through these windows is completely gone, instead there is growing a cityscape with houses which are built from a valley into the mountains.
Re: Texture thread
Posted: Tue Jul 24, 2012 1:59
by Xaser
Here's a new wad for you. Hopefully you get some good use out of the new stuff -- it's quite plentiful! Looking forward to seeing what you have.

Re: Texture thread
Posted: Tue Jul 24, 2012 7:24
by cybdmn
Thank you, that helps really. I retextured some houses before i left home in the morning, and they fit perfectly in style.
I Bad a look over the resources yesterday, and i guess, i can create the textures needed to compensate height variations by myself.
Re: Texture thread
Posted: Sun Jul 29, 2012 19:15
by cybdmn
I have uploaded to dropbox a new window version to an existing texture. I did not know, how it looks ingame, i think, Cage can look at the texture, and say more.

Re: Texture thread
Posted: Sun Jul 29, 2012 21:59
by Xaser
Hmm, the window style works, but the color and shape is really distorted. What's the source of the window image?
Re: Texture thread
Posted: Mon Jul 30, 2012 3:17
by cybdmn
The source is just a random photo i used, to illustrate the style i want to have.
Re: Texture thread
Posted: Mon Jul 30, 2012 5:00
by Xaser
Ah, okay. If it's just a proof-of-concept, all is well -- just don't want to have a copyrighted photo sneak its way into the wad.

Re: Texture thread
Posted: Mon Jul 30, 2012 23:51
by Cage
Some minor flat edits, new carpets and liquids - sludge and goo, those are 64x64 because of my mistake but guess they'll work okay.
Re: Texture thread
Posted: Sat Aug 25, 2012 23:20
by Cage
Palace set is tougher than I thought, so slow progress on that one. Uploaded some more cyberspace wackiness - "switch" textures plus smaller (64x96) doors labelled as p2p connection and big doors l(128x128) labeled as broadband dataway

I'm considering cyberspace set pretty much done, but I may create some more new stuff like the "switch" dialog boxes or some others, the dos/win95 file list is a crazy idea that sprang to my mind - you can use that one as a scrolling (or not) mid-texture.
Re: Texture thread
Posted: Thu Oct 25, 2012 13:12
by Cage
You've probably already noticed, but I've been messing around the sky graphics

Trying to avoid palette raping as much as possible, but it's not easy
Ones I considered finished:
Paris/France sky (sky_pris)
Alcatraz sky (sky_traz)
Egypt/desert sky (sky_dsrt - sky_dsrt_alt looks okay, but doesn't give off the "heatwave" vibe
Need your opinions on the Great Wall (sky_wall) sky colorwise(plus it may be pushed about 30-40 pixels up, since the vantage point seems to be too high), ingame, sky_city_test is a test and will probably be scrapped. We're far better off using a clean sky and placing any buildings inside the maps, IMO.
Re: Texture thread
Posted: Sun Nov 11, 2012 16:13
by .+:icytux:+.
The skies look good, and the way you worked them into the palette looks good.
Have you tried them ingame though? The perspective on them looks like it might look really weird ingame. I remember trying some skies out which showed this much of the "ground" before too, and it looks like the ground bends up like in inception. But I havn't tried theese myself, I was just merely pointing out that it might be worth to check if they "work".
Re: Texture thread
Posted: Mon Nov 12, 2012 7:32
by Xaser
Their center is actually right on the horizon, so they work great in-game as a result. Sans the city-test one, of course, but that one's non-canon anyhow.

Re: Texture thread
Posted: Sat Nov 17, 2012 12:36
by Cage
The vantage point on the great wall may be a bit too high

Re: Texture thread
Posted: Mon Jan 14, 2013 7:19
by Matt534Dog
Will an actual night sky texture be implemented, or will it just stay pitch black? The pitch black sky looks a bit out of place, in my opinion.
Re: Texture thread
Posted: Mon Jan 14, 2013 16:19
by Xaser
It'll get a proper sky at some point. The only places actual pitch-black will be used is Cyberspace, since it indeed looks somewhat artificial.
