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Posted: 21 Jun 2006, 09:01
by Quanto042
that looks a ton better. keep at it!

Posted: 21 Jun 2006, 09:30
by unpossible
it's quite a nice texture - not mine though :oops:
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?

Posted: 21 Jun 2006, 10:05
by unpossible
any other buildings which could do with having a textured baseplate? i can think of nukes and maybe LRPC...

Posted: 21 Jun 2006, 10:33
by Comp1337
OMFG, that pic is hawt secks!

Posted: 21 Jun 2006, 11:00
by Rayden
nice ground plating unpossible .. what about a screenshot of overlapping ground decals? I guess it should look much better now.

Posted: 21 Jun 2006, 11:53
by unpossible
Rayden wrote:nice ground plating unpossible .. what about a screenshot of overlapping ground decals? I guess it should look much better now.
an understatement :-)

Image

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

Posted: 21 Jun 2006, 12:05
by Rayden
OMG .. this is great ... stupid grass :P

With that cool decals we could even have the size of the decals a bit enlarged. (well, it looks stupid at slopes but anyway)

Posted: 21 Jun 2006, 12:24
by unpossible
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 :|

Posted: 21 Jun 2006, 13:02
by Zenka
Whoa, that is cool. It starts reminding me of Dune, how we first build metal patches on the ground and make the buildings on that.

Posted: 21 Jun 2006, 13:20
by unpossible
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
Image

Posted: 21 Jun 2006, 13:59
by IceXuick
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!

Posted: 21 Jun 2006, 14:21
by AF
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....

Posted: 21 Jun 2006, 14:56
by unpossible
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....
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...
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...
Image

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... 8)

Posted: 21 Jun 2006, 17:09
by Rayden
Something like that?

Image

Btw. Dawn of War has many concrete decals

Posted: 21 Jun 2006, 17:15
by unpossible
Rayden wrote:Something like that?

Btw. Dawn of War has many concrete decals
nah the squids would tile horribly :roll: :P

10$ for a little texture - sweet zombie jesus!

Posted: 21 Jun 2006, 17:19
by Rayden
unpossible wrote:10$ for a little texture - sweet zombie jesus!
I thought the same :)

Posted: 21 Jun 2006, 17:52
by Caydr
Not too bad, not too bad.

Posted: 21 Jun 2006, 20:29
by unpossible
it looks as though very large decals are going to have major issues with the metal maps - they sit neatly on top of the metal map so you can't see where the patches are at all.

Posted: 21 Jun 2006, 20:45
by SinbadEV
unpossible wrote:it looks as though very large decals are going to have major issues with the metal maps - they sit neatly on top of the metal map so you can't see where the patches are at all.
Ooh yuck... that's gonna need to be fixed... I assume you mean the F4 view right?

Posted: 21 Jun 2006, 20:50
by unpossible
yes. i assume they sit on top of everything