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Wildlife
Babylon Project

Registered: Jul 2001
Location: Back in Merry England
Posts: 584 |
umm, well i'm tryin to retextrue the faustus for ET1 and the fs2 texture for that is huge 512 by 1553 
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08-01-2001 09:52 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
look at it in model view...then look at it in the game...you will see it is reduced...its even the case with volitions own ships with huge maps 
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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
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08-01-2001 10:26 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
OOOOOOOOps I found that my texture must be optimized before I deliver the model to the team. I sent a pic for capt white anyway. tomorrow for sure you will have it in your hands, I must go and do it fast untill tomorrow bye.
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08-02-2001 04:32 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
its a thing of pure beauty haderak......man thats good
let me see let me see says everyone.....well......no haha
reason im not posting is becasue its not going to be in the mod (most likely)
haderak - send me the cob/scn and the bitmaps plz (rarred or zipped)
haderak i think its time we gave you something proper to texture for the mod - and theyre no shortage of stuff. how about trying to retexture the nial to start with you have 1 256x256 map to do it with !
check the folder "texture maps" for the textures to use and i believe you already have the pof file - use kazans converter to convert it back.....keep the hierarcy in order......retexture.........then go back to kazans converter to convert it back and apply the originals "pof extended data" this should work in theory...therefore you have all the materials you need already and if you produce good results then we can keep your version. remember use pof constructor suite only this is all you need.
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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
Last edited by CptWhite on 08-02-2001 at 05:01 PM
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08-02-2001 04:56 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
It looks very nice at distance but it is blurry up close, thats why I decided to optimize textures, I cant send it to you just yet because it will have a hole new set of textures (are the same but put in different maps) also I'm enhancing the apearance on some of them. What untill tomorrow after lunch time. I'll deal with the the nial right after this.
Update: I already have TS4 and know how to texture with it (had the patience to read skullars tuturial LOL ) The pic I sent was in TS5 because it has some improvments on rendering and uses 3DNOW!)
Last edited by haderak on 08-02-2001 at 09:57 PM
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08-02-2001 09:51 PM |
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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184 |
I could have made the tutorial MUCH shorter , but then no one would have understood ANYTHING.
If you say it is enough to understand Truespace then I am satisfied.
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Freespace 2 : The Babylon Project team member
http://freespace.volitionwatch.com/babylon
-----------------------------
The sun is quite warm,
the universe is fairly large
and I have a loose mouth.
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08-02-2001 10:05 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
We also have to make a couple of changes to the model so that the right ports are available (especially at the rear) for the different guns (4 particle lasers and 4 heavy pulse cannons) and the guns at the front as well.
Thats probably a Eternal One job and I hope it doesn't have any impact on the texturing. CptWhite did show me the picture and its great!
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- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
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08-02-2001 11:01 PM |
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Darkblade
Babylon Project

Registered: Dec 2000
Location: Finland
Posts: 599 |
This is what happens...
... when you are fighting with your computer about who is the king of the world. (computer malfunction, had to format hard-drives, install Windows Me 8 times a row... that kind of things)
And now this... I gotta say this boys but you guys... RULE! (you never would have anticipated that I'd say this... )
Newest Sharlin looks a lot better than the last two ones. CptWhite, you are a king of the texturing world. Now I gotta go and hack to your computer to get that thing... 
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Mauri "Darkblade" Majanoja
"Damn it people, I'm the official party pooper, not a mission designer!"
Mission designer - [url="http://freespace.volitionwatch.com/babylon"]Freespace 2 : The Babylon Project[/url]
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08-03-2001 04:36 AM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
Just finished texturing the OMEGA now I have to convert the texies and the model file. It will be sent today after noon.
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08-03-2001 01:46 PM |
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ApaBaBooN
Murdock
Registered: Feb 2001
Location: The Land of Square Lights
Posts: 541 |
quote: Originally posted by haderak
Just finished texturing the OMEGA now I have to convert the texies and the model file. It will be sent today after noon.
Can we then have a pic of it? InGame? Or does it go to the internal forum 
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I'm the hunter of peace who chases the mayfly known as love...
...or something like that.
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08-03-2001 02:16 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
I'll post a picture however be aware that it might not be in the game. This texturing wasnt done though offical channels, its haderak practising. However if its good we can hopefully use the maps youve made and allow you to apply them to a non-buggy model. All depends on et1 cos he was supposed to be doing the omega.
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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
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08-03-2001 03:48 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
I know it wont be in the MOD the model mus be redone and thers too many textures on this one I'm sending you RIGHT NOW, geez it was caos today I used some masking tecknic but the right tone of green disapeared when I tried to enhance their look and convertion, youll see some green artifacts on it .I'm sendig it anyway, textures and COB file The pof will have to wait a bit further enjoy!
Update: the reason why I tried to enhance the textures is because the model looks great at distance but is crapy when youre at 100m of it.I didn make the textures myself just cut them out of a rendered image of an omega in several views of perspective. But it gave A LOT OF WORK rebuilding invisible areas such as the rotating section that was blocked by the big head.
Also it required tons of textures to reproduce the entire surface. hope you gotta alot of VID memory lol over 4MB of textures most of then in 512x512 size! used 1 multitexture map but the others are individual. If you had any doubt it would be for the mod, sorry to disapoint. but I said before it still is not good enough, plus the stuff I used l is not mine. I wish I could enhance and polish the texies like capt white did for the sharlin.
I suck as an artist.
Geeez sending it is takin quite a bit lol but its goin.
last update: MODEL SENT hope you like it. can you solve the green tone for masking? it would eleminate those pesky artifacts and make the tail look more realistic, still theres not much green visible.
Last edited by haderak on 08-03-2001 at 07:53 PM
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08-03-2001 06:55 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
Haderak firstly check the internal forum i think you now have access
haderak , its not good enough. sorry.
the map are UGLY, too dark, too many, use the wrong map size, were reduced incorrectly, had some missing. i think thats it.
an omega will always take up more memory space than a sharlin but yours took up 10 times the space of what ive used on the sharlin, for ALL lods...and yours were just for lod 0. so its actually about 12 or 13 times as great.
the main fault though is that youve just "cut and pasted" from the reference model...this isnt good enough...it takes a lot of editing to get them optimised for the model.
just look at them haderak...the textures are very poor....theyre bluury dark ...come on ....you know it 
edit:
your first attempt was more like what we want. we can allow about 16 texture maps of size 256x256 for the omega...no more...its going to take some creative thinking to map it well.
dont use reference textures that have shadows applied - we dont want this.
example of editing for the sharlin:
this is my start material :

this was the final version, all editing for done by myself and it took a few hours. DONT CUT AND PASTE EDIT IT !

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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
Last edited by CptWhite on 08-03-2001 at 09:57 PM
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08-03-2001 09:40 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
First things first: I knew it wouldn be for the mod.
second: Iknew the textures were too crude I just regret I made such a hype when I viewed it for the firs time in TS when complete.:0
Third: thatts why I mentioned that someone would have to supply me textures I'm a lowsy artist and dont have paint shop pro.
4th: I used others people material and improvised from there. Thats why there are too many textures of too big in size.
5th My texture work will be much better with suplied texies.
In overall I'm not surprised or disapointed. I'll skip the omega and star doing the nial.
Ah! I've got access to the internal forum and viewed the relevant topic you probably wanted me to see, the first one.
thanks for your confidence
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08-04-2001 10:45 AM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
haderak youve just got to be excellent on this mod team in your choosen area. no compromises.
i know you have the ability and i know you tried hard on the omega that much is clear, it does look very nice from a distance, you obviously spent much time on it.
not having paint shop pro 7 is a bummer. you really need it. making the maps good is 50% of the job , UV mapping and applying being the other 50%.
you need to get more tidy though. dont release stuff till your fully sure its all organised nicely, their are so many versions of this and that version 5.3 of this by him that we need good organisation.
missing texture files just isnt good enough. get organised. and hello why did you send me 256 pcx and a cob file.....i wanted the bmp's for truespace...doh ! dont send them me now though.
you need to name your texture maps more logically as well the current method would be "OMEGA-frontside-0.bmp". thats what i wouldve called something for the omega. the ship name in CAPITALS at the beginning for easy reference. then a short description followed by the lod number it relates to (in this case lod 0)
ALL YOU MUST REDUCE USING BRIGHT. MUST MUST MUST ! Bright is available on our ftp under "programs" folder - get and use it
You want HUGE MAPS for texturing....londo is my supplier.....im talking about 3000x1000 for a side view of the omega.
When making the maps make them 512x512 (or smaller depending) bitmaps (for use in truespace.....make the maps texture the model...then convert the cob....then use paint shop pro to reduce and make smaller COPIES of the 512x512 bitmaps and reduce the colour using bright. MAKE SURE YOU KEEP A COPY OF THE 512x512 BITMAPS FOR BACK-UP.
the reason we keep 512x512 maps is so that should we find a way to increase the texture resolution in the future we can recreate more detailed maps for the mod instantly.
Note: you reduce all maps bigger than 256x256 to 256x256 (dont rescale to keep true vertical/horizontal scale... rescale to get maximum resolution.... ie 512x480 > 256x256 (not 256x240 ?? - that was a rough guess) ..using smart resize in paint shop pro 7) Maps that are smaller than 256 dont need to be reduced...but look at them and reduce them to what size you get get away with in the game without too much damage to quality...for example the side front panel needs to be as big as possible for its a big area of the ship...im sure you understand.
Finally we generally reduce by 50% as the lods go down so if a lod0 texture was size 245x256 then the lod1 equvialent would be 128x128 ......lod2 = 64x64....i normally use the same map for lod 2 and 3.
Get ICQ so i can talk to you.
When redoing the nial make sure you keep the hierarcy the same and use the one in eternals models version 3 set to convert back from - its the latest version for sure then.
CHECK YOUR E-mail
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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
Last edited by CptWhite on 08-04-2001 at 12:44 PM
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08-04-2001 12:39 PM |
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Bishop Gantry
Murdock
Registered: May 2001
Location:
Posts: 155 |
aww dam Ive heard Sharlins dosent taste any good
but they look so boutifoul
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08-04-2001 06:35 PM |
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