Two new special effects

YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
<div class="IPBDescription">Download the wad</div><a href="http://www.kreation.org/ns/yama-effects.wad" target="_blank">Download</a>

Here is the wad file with two animating texture sets.

The first set is a pulsating alien infestation, for use on large growths and clumps. It has a very organic look to it when in-game. It was created using the Distort->Pinch filter in Photoshop 6.

The second set is a water effect for use with shaded water. RAD won't shade water that is textured with normal !water textures, so this gets around that limitation. As long as the entity brush is not transparent it will be shaded properly.

Feel free to use these in your NS maps. You can modify them as you see fit.

Comments

  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    awsome ...

    quite simply awsome ...
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    /me downloads...

    /me opens

    /me likes

    I'll try them ingame later but from scrolling through them fast in Wally, they look pretty good!  Neat idea too!
  • UnknownUnknown Join Date: 1970-01-01 Member:
    thanks for that wad
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    You have no idea how cool this looks on the ceiling of my infested areas. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Doesn't work out quite as well on the globs piling up on the floor, but the ceiling... yikes, this makes for some very disturbing scenery. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    w00p! yama-water!  it may taste like yama but it sure looks good ~;o
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Very cool.  I only wish I weren't already at 4 megs of texture use, otherwise I'd jump on these!

    Btw, I did get your e-mail about this.  Sorry I hadn't responded.  These will be a great addition, and the water idea is wonderful!
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    Relic, you probably already know this, but WC resports the texture Usage incorectly.  You need to look in the log at the end of the CSG part.  heres a copy of that part from a map where WC was reporting over 5mb of textures:

    CreateBrush:
    (199.27 seconds)
    SetModelCenters:
    (0.06 seconds)
    CSGBrush:
    (31.63 seconds)

    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              0/400            0/25600    ( 0.0)
    planes          23438/32767     468760/655340   (71.5)
    vertexes            0/65535          0/786420   ( 0.0)
    nodes               0/32767          0/786408   ( 0.0)
    texinfos         6913/32767     276520/1310680  (21.1)
    faces               0/65535          0/1310700  ( 0.0)
    clipnodes           0/32767          0/262136   ( 0.0)
    leaves              0/8192           0/229376   ( 0.0)
    marksurfaces        0/65535          0/131070   ( 0.0)
    surfedges           0/512000         0/2048000  ( 0.0)
    edges               0/256000         0/1024000  ( 0.0)
    texdata          [variable]          0/4194304  ( 0.0)
    lightdata        [variable]          0/4194304  ( 0.0)
    visdata          [variable]          0/2097152  ( 0.0)
    entdata          [variable]          0/524288   ( 0.0)
    0 textures referenced
    === Total BSP file data space used: 745280 bytes ===
    Using WAD File: \games\half-life\nstr\ns.wad
    Using WAD File: \games\half-life\nstr\ns_bast.wad
    Using WAD File: \games\half-life\nstr\ns_eniant.wad
    Using WAD File: \games\half-life\valve\xeno.wad
    Using WAD File: \games\half-life\valve\liquids.wad
    Using WAD File: \games\half-life\valve\halflife.wad
    added 14 additional animating textures.
    Texture usage is at 2.75 mb (of 4.00 mb MAX)
    236.23 seconds elapsed [3m 56s]

    -----   END   hlcsg -----
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I'm currently at 5.99 megs of texture data. I'm not sure how I can lower that value below 4megs, unless the WAD format is somehow making my BMPs larger than they should be.

    I'm using almost 95% custom textures, straight from my own WAD. I occasionally use some standard HL textures for trims and such.
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    <!--QuoteBegin--Freestyler+Feb. 22 2002,10:51--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Freestyler @ Feb. 22 2002,10:51)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Relic, you probably already know this, but WC resports the texture Usage incorectly.  You need to look in the log at the end of the CSG part.  heres a copy of that part from a map where WC was reporting over 5mb of textures:

    CreateBrush:
    (199.27 seconds)
    SetModelCenters:
    (0.06 seconds)
    CSGBrush:
    (31.63 seconds)

    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              0/400            0/25600    ( 0.0)
    planes          23438/32767     468760/655340   (71.5)
    vertexes            0/65535          0/786420   ( 0.0)
    nodes               0/32767          0/786408   ( 0.0)
    texinfos         6913/32767     276520/1310680  (21.1)
    faces               0/65535          0/1310700  ( 0.0)
    clipnodes           0/32767          0/262136   ( 0.0)
    leaves              0/8192           0/229376   ( 0.0)
    marksurfaces        0/65535          0/131070   ( 0.0)
    surfedges           0/512000         0/2048000  ( 0.0)
    edges               0/256000         0/1024000  ( 0.0)
    texdata          [variable]          0/4194304  ( 0.0)
    lightdata        [variable]          0/4194304  ( 0.0)
    visdata          [variable]          0/2097152  ( 0.0)
    entdata          [variable]          0/524288   ( 0.0)
    0 textures referenced
    === Total BSP file data space used: 745280 bytes ===
    Using WAD File: \games\half-life\nstr\ns.wad
    Using WAD File: \games\half-life\nstr\ns_bast.wad
    Using WAD File: \games\half-life\nstr\ns_eniant.wad
    Using WAD File: \games\half-life\valve\xeno.wad
    Using WAD File: \games\half-life\valve\liquids.wad
    Using WAD File: \games\half-life\valve\halflife.wad
    added 14 additional animating textures.
    Texture usage is at 2.75 mb (of 4.00 mb MAX)
    236.23 seconds elapsed [3m 56s]

    -----   END   hlcsg -----<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I am glad you said that. WC reported that my map uses 3,7megs of texturedata, but when I checked the logfile, it said that I only used 1,48megs.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    I don't use WC to check the texture usage.  I have always used CSG, and I'm at 4.13 megs now, which means I'll need to probably remove a texture or two to get under 4 again.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    How about some screenshots and/or animated .gifs showing this effect?  Or perhaps a .bsp for the rest of us?  I've heard this pulsating goo looks great but I haven't seen it yet.
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    Just the thought of a room full of this stuff makes me feel queezy :/

    [EDIT:  Imagine puttins some of this stuff onto a func_water with a high wave height!  ARG!]
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    Cool yama.
    But. Please make another pulsating goo texture, except make it so that there are several smaller pulses going on at different times and in different spots on the texture so that it can be used without looking repetitive.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Well, Flayra asked for some .gifs, and I had nothing better to do, so here ya go (I had to resize them to 64x64 to keep the file sizes down, but you get the idea, I think).

    First, the alien goo:
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    And also, the animation speed is a little slower in game.

    Here's the water:
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    well but...is the NS team pushing for some Mb limits? cos i knew that using Zoner's tools u can set a new Mb dimension for map textures  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    They're aiming for the HL requirements. Meaning a graphics card with only four megs of memory. Which means you can only have four megs of textures in your map.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I've brought my texture usage down below 5megs. I had to resize the puslating goo texture down to 128x128, as the 10 256x256 images were really eating up space.

    I can make another texture that has more than one pulse with different timings. I'll start work on that tomorrow.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I've updated the WAD and reuploaded it to Comprox. Click the original link in the first post to download the new wad.

    What's new? Another blob texture. This one is 128x128, but has 4 pulses instead of just one, and each pulse is unique. It's more subtle than the first, but adds a little variety.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
  • steppiosteppio Join Date: 2002-02-13 Member: 210Members
    <a href="http://vibrants.dk/jchq/faq/errors.htm" target="_blank">http://vibrants.dk/jchq/faq/errors.htm</a>
    if thats use to anybody
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
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