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Posted: 24 Aug 2005, 04:39
by Maelstrom
SJ wrote:There is two bits of it doomweaver, one bit the specular one works pretty much like you said, the other one which is mostly visible at higher reflection values is that it starts reflecting the sky and ground around the unit.
it uses specular

Posted: 24 Aug 2005, 04:57
by FireCrack
I've made alphas for about 1/4 of all the textures, i'l keep you guys posted...


Would anyone happen to know what texture is used for the "white sphere" on core fusions? (or were they fissions...)

and more importantly, what texture is generaly used for a) windows on vehicles, cockpits on planes... and B) gun barrels.


Here's what i've made so far, more to come...


http://www.fileuniverse.com/?p=showitem&ID=1366

Posted: 24 Aug 2005, 10:45
by SJ
Core fusions use color values and not textures iirc.

You probably wont be able to get barrels to look good, they need to be at least six sided for the engine to consider them round (angle between surfaces <63 degrees) and otherwise the reflections wont look round.

Both the above would need new better models to be solved ...

Posted: 24 Aug 2005, 11:11
by IMSabbel
any chance of normal mapping anytime soon, then?
That way, even square barrels could look round...

Posted: 24 Aug 2005, 23:28
by Mugslugs
i was just wondring where are the rest of the textures because ive already done all of the textures in the root/base archives, but the reflection is really somthing

Posted: 24 Aug 2005, 23:49
by Gnomre
A lot of the common textures were in the ArmVehic and CorVehic sets in OTA... you could load up those sets in GAF Builder to see which textures are a part of them.

Posted: 25 Aug 2005, 05:44
by GrOuNd_ZeRo
So what is the easiest way to get this working? I still see no cool reflections...:(

Posted: 25 Aug 2005, 06:23
by FireCrack
1: download the version SJ linked to and put in your spring dir
2: download the the other files and put them in spring/shaders
3: download my stuff and drop it in spring, the directories should be setup in the archive.

Posted: 25 Aug 2005, 13:31
by GrOuNd_ZeRo
I have shadows and water reflections on, all the files in the right place...but no reflections...I must not have a video card which supports it :(

Is there any drivers I should download? anything for a GeForce FX 5700?

Posted: 25 Aug 2005, 13:34
by shnorb
are there plans to have animated textures as ota did?

Posted: 25 Aug 2005, 14:07
by Maelstrom
It had animated textures? Since when? And on what units?

This would be a very cool feature if it was implemented somehow.

Posted: 25 Aug 2005, 14:18
by GrOuNd_ZeRo
I figured it out now...pretty cool, still not as reflective as SJ's screenshots...

is it possible to have alpha in textures now? that would be beyond awesome with the reflective surfaces now, just imagine an airplane with reflecting glass, would be awesome if sunlight was reflected and produced glare :shock:

When will lenseflare be implented?

[edit] anyone able to inform me how to edit layers? i'd like to experiment with transparant textures with alpha...

Posted: 25 Aug 2005, 22:14
by FireCrack
alphja is currently used for shininess, are there any plans for a new (many channel) texture format, even for the far future of the project?

Posted: 30 Aug 2005, 10:26
by SJ
We havent yet quite decided how the texturing will be handled in the new unit format (other than that it will be able to use uw coords etc)

Posted: 30 Aug 2005, 11:45
by GrOuNd_ZeRo
I hope alpha levels in textures will be considdered, i'd almost kiss you if you did...lol

can anyone explain how to create seperate layers in a .TGA file? i'd like to experiment on TA:WD units with this new shininess!

Posted: 03 Sep 2005, 00:18
by Nemo
Every seems to keep forgetting about the model project that was undertaken some time ago.

Here are a bunch of higher poly models, by assorted people on tauniverse.com.

http://www.dbbr17626.pwp.blueyonder.co. ... /index.htm

Posted: 03 Sep 2005, 06:35
by FireCrack
I havent frogoten about you guys, just that right now i`m going for a short tour around quebec before going to uni, as such i only have the occasional internet cafe and dont have photoshop, or spring, at my disposal. Tommorow or the day after i shjould be set up with my real computer, and will probably start on more textures but i`l have schoolwork to do so probably at a somwhat decreased rate, anyways, after i`m done this i`l get to work on some models, infact i already have a hammer that just needs some poly-reduction, i`l keep you posted.