Help wanted: redo textures
Moderators: MR.D, Moderators
Help wanted: redo textures
As you might have seen in the screenshots section I recently added support for shiny/reflective surfaces on the units. This work via the alpha channel in the texture (higher alpha -> more reflective). So now we would need someone to redo the current textures into a format that supports alpha channel (.tga preferably) and give them fitting alpha values.
To be able to do this you have to have a graphic card that supports shadows since reflectivness is only supported in that mode. It would also be usefull it you understand which textures are used on which units etc to help test that the units look good afterward (remember that each texture can be used on many units so its probably better to give it too low than too high alpha). Since there is a lot of textures some patience might also be required.
Also since the reflective surfaces look best on high poly units it would be nice if someone could assemble high polygon units with good aimpoints etc and in XTA size.
To be able to do this you have to have a graphic card that supports shadows since reflectivness is only supported in that mode. It would also be usefull it you understand which textures are used on which units etc to help test that the units look good afterward (remember that each texture can be used on many units so its probably better to give it too low than too high alpha). Since there is a lot of textures some patience might also be required.
Also since the reflective surfaces look best on high poly units it would be nice if someone could assemble high polygon units with good aimpoints etc and in XTA size.
I uploaded a version to http://taspring.clan-sy.com/temp/spring.exe that you can test with (remember to remove it before running multiplayer though).
Yes place the .tga files in unittextures\tatex I have made is so tga files get priority over bmp so no need to remove the old ones. They should be 32 bits per pixel.
A rough estimate of shininess is that 255 is a perfect mirror while 0 has no shininess at all. Generally you should use values below 130 which look like very shiny metal. The default values that i assign to stuff missing alpha channel is 30 (for now at least, in those two screenshots i used a value of 127).
The different darkness version was used by TA to simulate lighting. All models in XTA have had Benitos texture cleanup program runned on them which mean they use only one version but different models might still use different levels.[/url]
Yes place the .tga files in unittextures\tatex I have made is so tga files get priority over bmp so no need to remove the old ones. They should be 32 bits per pixel.
A rough estimate of shininess is that 255 is a perfect mirror while 0 has no shininess at all. Generally you should use values below 130 which look like very shiny metal. The default values that i assign to stuff missing alpha channel is 30 (for now at least, in those two screenshots i used a value of 127).
The different darkness version was used by TA to simulate lighting. All models in XTA have had Benitos texture cleanup program runned on them which mean they use only one version but different models might still use different levels.[/url]
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- Posts: 704
- Joined: 30 Oct 2004, 14:14
If I understand well, it doesn't reflect unit, it just reflect landscape emptied of all units? Still looks nicely impressive. Too bad that I just play zoomed out far above, and that my GFX card doesn't support such fancy features.
I still wish you left room open for transparency and team color, even if you don't feel like coding it right now.
I still wish you left room open for transparency and team color, even if you don't feel like coding it right now.
Try putting these in the shaders directory
http://taspring.clan-sy.com/temp/unit.fp
http://taspring.clan-sy.com/temp/unit.vp
http://taspring.clan-sy.com/temp/unit.fp
http://taspring.clan-sy.com/temp/unit.vp
do i have to do anything special to get enviromental reflections? As far as i can see i only have the specularity now, and i'm not even usre it's using the alpha texture, i can see water reflections.
oops! acidentaly put textures in root/tatex instead of root/unittextures/tatex
edit2: best feature ever!
oops! acidentaly put textures in root/tatex instead of root/unittextures/tatex
edit2: best feature ever!
- Michilus_nimbus
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- GrOuNd_ZeRo
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