Metal baseplate decals - V1 released! - Page 4

Metal baseplate decals - V1 released!

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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

it's all well and good but what sort of performance hit will all these individual .tgas cause?
Also there is the problem with cloakable units - you can't put decals under them or it spoils the cloak. some of these are rather large (like the AA adv fusions) so you're a little stuck as to what to do (in mods with cloaking structures).
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

i want the under unit decals for my own mod purposes :roll: and if the decals could rotate with unit it would be better... but no need to hurry i got job and women to take all my time so mod progress is slow... but im still gonna do it
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IceXuick
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Post by IceXuick »

decal shadows use up less GPU/CPU power than dynamic shadows.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

IceXuick wrote:decal shadows use up less GPU/CPU power than dynamic shadows.
i would love decal shadows...
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IceXuick
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Post by IceXuick »

NOiZE wrote:
IceXuick wrote:decal shadows use up less GPU/CPU power than dynamic shadows.
i would love decal shadows...
me too! and indeed the magic enchantment idea is nice and, could also be used for TA aswell for shields (status), or units that reached some level of experience, units that have trouble pathfinding etc.
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knorke
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Post by knorke »

just wanted to share this:
Image
its the new ulta-soft concret :shock:
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Das Bruce
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Post by Das Bruce »

Pft, its only tarseal.
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unpossible
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Post by unpossible »

mmm, looking good :|
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Caydr
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Post by Caydr »

Deathblane wrote:Shadows are optimised for NVIDIA, so GTO x800's (mine included) don't quite cut it.
I don't think that's it. I had a 9800 pro (to which your x800 is godly in comparison) and the shadows worked fine. These are both ATI cards. They also work fine on my laptop's ATI 200m chipset.
knorke wrote:just wanted to share this:
Image
its the new ulta-soft concret :shock:
You do know what's causing this, right? If you just ".give corlab", it doesn't adjust the ground properly and has bad consequences for decals.
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Shadows work on my X1600. But dynamic water does not. Which is lame. Spring is one of the few games I know of to actually have dynamic water.
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Drone_Fragger wrote:Shadows work on my X1600. But dynamic water does not. Which is lame. Spring is one of the few games I know of to actually have dynamic water.
Take that Source!
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Candleman
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Joined: 08 Sep 2005, 07:30

Post by Candleman »

Yeah, the devs could make some serious moolah in selling that tech, unless others already have it and just aren't using it, which would make them dumbasses.
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knorke
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Post by knorke »

Caydr wrote:
knorke wrote:just wanted to share this:
Image
its the new ulta-soft concret :shock:
You do know what's causing this, right? If you just ".give corlab", it doesn't adjust the ground properly and has bad consequences for decals.
No, in this case heavy bombardment caused the ground to deform and the building to sink.
I didnt mean to attack your mod or anybodys work, just wanted to point out some funny non-critical problem.
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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

true, they both happen. but the first only to the haxx0rs :twisted:

have you made the baseplates smaller for the next version caydr to minimise this effect?

edit:
oh yeah does anyone actually want these? if so i'll upload them to FU. they're just the raw unit files to be dumped in the spring directory - causing out of sych errors in games :( so you can only use them in single player
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unpossible
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Post by unpossible »

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FizWizz
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Post by FizWizz »

<3
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Slamoid
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Post by Slamoid »

I would like to see them probably 1/3-1/4 bigger than they are, so that when you put multiple buildings in a group, it's like there's a road between them, interconnecting the base. This texture is buttloads better than the original, thanks for putting it up!
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NOiZE
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Post by NOiZE »

Slamoid wrote:I would like to see them probably 1/3-1/4 bigger than they are, so that when you put multiple buildings in a group, it's like there's a road between them, interconnecting the base. This texture is buttloads better than the original, thanks for putting it up!
I think the size is defined in the fbi's so you can't change that without breaking compatability with the default AA..
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unpossible
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Post by unpossible »

Slamoid wrote:I would like to see them probably 1/3-1/4 bigger than they are, so that when you put multiple buildings in a group, it's like there's a road between them, interconnecting the base. This texture is buttloads better than the original, thanks for putting it up!
the probelm is as noize said, we're using Caydr's sizes so as not to break the AA mod when people install the textures

i found that making the decals larger starts looking rather silly when they're on bumpy terrain. i had a brief trial with large gravel decals witout much well defined texture and that looked less silly...but wasn't really the appropriate look for a TA mod
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Noobish question here, how do I create transparancy? I tried black (all RGB values to 0) and did not make my textures transparant, how do I go about making my textures transparant? what do I save my DDS as exactly?

Anyone willing to make a tutorial to transparant decals?

Thanks.
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