Metal baseplate decals - V1 released!
Moderators: MR.D, Moderators
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
it's quite a nice texture - not mine though
http://www.psionic3d.co.uk/tutorials/shiphull.html
is it worth including a few different rotations of the texture spread across the different buildings to make it look a bit random? (they're all the same texture at the moment). is there much overhead involved?

http://www.psionic3d.co.uk/tutorials/shiphull.html
is it worth including a few different rotations of the texture spread across the different buildings to make it look a bit random? (they're all the same texture at the moment). is there much overhead involved?
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
an understatementRayden wrote:nice ground plating unpossible .. what about a screenshot of overlapping ground decals? I guess it should look much better now.


seems to all be working well. they tile very well but the individual filesize is about 800kb for a 512x512 tga so there is only one texture for each race.
i've shrunk most of the decals a bit, they seem about the right size now - all the buildings sat on a platform of nano'd metal
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
yes the gras is fun...almost worth turning it off entirely now decals are useable. i'm about done with the labs (check the first post)
need more buildings to do
how do i package this as a mod/mutator in its own right? at the moment i've just got the bare directories/files lying about in the spring directory
need more buildings to do
how do i package this as a mod/mutator in its own right? at the moment i've just got the bare directories/files lying about in the spring directory

- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
i just realised that a few of the big buildings are going to have to live without - eg the adv fusions. they can't have baseplates or cloaking them will become pointless
my list of big stuff is:
LRPC
nukes
everything else seems either too small to bother with or cloaks
here is a shot - the textures look a little too square at the moment

my list of big stuff is:
LRPC
nukes
everything else seems either too small to bother with or cloaks
here is a shot - the textures look a little too square at the moment

unpossible great work! You did what i wanted to do!
and indeed i think there shouldn't be decals for every building (esspecially on maps with more uneven-ness, then those decals will be (strangly) deformed by the terrain. I Think you should keep the decals to the larger (constrcution/nuke) buildings. One thing i did like, was that it is easy-er to locate construction plants, by only looking at the decals. So maybe a different one for construct.plants?
AnyWay i like it alot, and hopefully it gets implemented in AA2.1!
and indeed i think there shouldn't be decals for every building (esspecially on maps with more uneven-ness, then those decals will be (strangly) deformed by the terrain. I Think you should keep the decals to the larger (constrcution/nuke) buildings. One thing i did like, was that it is easy-er to locate construction plants, by only looking at the decals. So maybe a different one for construct.plants?
AnyWay i like it alot, and hopefully it gets implemented in AA2.1!
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
the only problem is it starts looking really strange if the terrain isn't perfectly flat. you'd need a texture without any noticable features to get away with that - eg the asphalt or sand or something. but that might look a bit poo if i tried it...AF wrote:You could make them much bigger than the factories and circular, giving the impression that a base is paved or layered rather than just under the factories....
i'll have a go with some random noise and see if i can make some gravel as an experiment...
and this is what it looks like in gray. maybe there needs to be a little more contrast...

perhaps i'll have another go, but i don't really like the look of this for ta proper. it might be useful for the upcoming cookie race who leave frosting everywhere they go...

- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24