Ns_sync tex preview

Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
<div class="IPBDescription">Yes early state are they also in.</div>Some tex previews of textures for badmofos and mine map.
But only of one floor texture and one for an landing pad.
As i dont have so much time right now to do textures and put the time i want on them. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
But keep in mind that when judging on quality that the preview screen is compressed alot because of the new limitations on images.
Hopefully will badmofo have some new screenies soon for us.  <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->

Comments

  • nrbynrby Join Date: 2002-03-05 Member: 270Members
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    Argh! Why do you have to be so good?

    Do you take requests? (Seriously)
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    Very nice!
    Doesnt look the most stable of landing pads, but still looks awsome <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    Im assuming the landing pad texture is actually only a quater of the circle?
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Thanks.  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    But as it looks right now so do i have to little time.
    As i do all my pixel pushing on my spare time after my daytime work at an factory.
    And i do party alot nowdays on the weekends with my friends and i did mostly of my grafix on the weekends so iam more or less more short on time now than before.
    I used to put alot of time to do grafix before but iam thinking of mayby quiting soon as it takes to much time.
    And iam getting nowhere with trying to get fulltime work as an texture artist with an games developer that where my goal.
    But iam going to finish my task as head texture artist with the uncrossable parallel mod team and the ones for badmofos map before i decide.
    But as always this is wath i feel this week next week so are i maybe all in flames and yust want to do textures. <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    A func_resource would sit lovely in the middle there.
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Thanks uncritical the texture is being tiled 4 times to get it to be an complete circle yust like the generator textures.
    The mapper actually flips and mirrors it and puts it together to become an circle.
    Dont ask me how as its wath badmofo does to them i do only do them as he wants them.  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    Yes i know it maybe looks unstable but iam mostly doing my stuff to look cool and not so much on the reality bit.   <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    But iam still working on it and yust waiting to hear wath badmofo thinks of it.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Nice textures BUT remember if there not a square of 2 (16,32,64,128,256) the engine will blur them alot (don't know the technical description. Just make them to the next size and let Badmofo scale them, they'll look much better ingame.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Both those textures will look like 128x128 images resized upwards to fit the surface. It's an unfortunate limitation of the HL engine's texturing abilities.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Yup thats a more technical description of it by Yama.

    Definately make the landing pad a 256x256 texture.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Nice work, Cliff.  The circular texture does seem to be a bit irregular, which may be why people are saying it looks unstable.  It could also be lack of perspective texturing depending on where this picture was taken (like on a Playstation). <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    I might just bump up the attached image size limit, I realize it's a pain.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    Nice work as usual Cliff! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    <b>ABOUT SIZE OF TILES</b>: probably there aren't here people used to surf the Uncrossable Parallel's mapping forum. Guys, listen, let 'em (Cliff&Badmofo) work...they know what they do: in a post in UP forum i read 1 time that 'mofo(&Cliff i suppose) discovered that the standard tile use is a pain in the ### cos <b>the engine cut in tiles the tex of 256and128 if i remember well)</b>,this thing,u all know,cause an higher polycount.

    So they discovered that the highest size without cutting for a tex is 240...my dubts are just in the brushwork...i'm asking to myself(and also to mofo if he's reading <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->)if he respect the power of 2 grid or if he follow the size of the texes...if he follow the standard grid, he has to resize the texes,to make 'em fit...but doesn't 'em being cut by the engine when resized in WC?

    CLIFF,don't leave the tex work! U're so great! u'll see that you'll be able to enter the biz if u hold. Here there's very good people...and u're the personal artist for 1 of the greatest mapper on the scene...the NS mod team has been called to the Westwood mod college...i think if u hold u will receive a compensation for your work. PLEASE HOLD! it's sad see guys with skills leave.
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Thanks flayra its actually more of an ellipse shape then an circular.
    And i also noticed that the angle was really bad as the floor it self seamed bumpy with the crappy lightning.
    I made the screenie quickly in truespace 2.
    Anyway here is an new with the texture tiled 4 times straight above to show it better. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    But the screenie is compressed alot so be patient ns mappers and wait for badmofo and me to release the wad instead with our ns textures to get the right quality on them.
    And as always people this is copyrighted material so for the ns forum only no one is allowed to edit or modifie this.

    Thanks black dog.  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Ohh bye the way badmofo wanted an new landing pad texture as he is going to use this one somewhere else.
    Not as an landing pad.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Black Dog, the standard tile cut is 240, and it tiles to 224 if it exceeds 240. I know these tricks, and trust me that a texture that is 224 or 240 units looks like crap. I used them in my last map (vs_yamamansion for Vampire Slayers) and they ended up looking incredibly blurry. I saved some r_speeds, but in the end I wasn't satisfied with the results. Tutorials #2 and #3 on my portfolio page (Click the link in my signature) explain it in more detail.

    They're free to go ahead with the current texture sizes, I'm just giving them a warning.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    wow that's an amazing texture, and it woudl be a great loss if an artist like you would leave cliff, you're really talented, i'm sure that if you ask soem companeis and show soem of your work, you'll be hired.
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Thanks yamasaki all tips are welcome buts it up to badmofo to use them mostly as he is the mapper. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    Iam only the pixel pusher doing the textures.
    I think that if badmofo wants me for another project later so is probably i not to hard to talk in to it as our partner ship works really well.
    As sometimes does he and i almost think of the same things as he maps almost as i was thinking the map in my head when iam doing the textures.
    And thats without me telling him wath i thinks of.  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    <!--QuoteBegin--Yamazaki+Mar. 06 2002,13:26--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Yamazaki @ Mar. 06 2002,13:26)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Black Dog, the standard tile cut is 240, and it tiles to 224 if it exceeds 240. I know these tricks, and trust me that a texture that is 224 or 240 units looks like crap. I used them in my last map (vs_yamamansion for Vampire Slayers) and they ended up looking incredibly blurry. I saved some r_speeds, but in the end I wasn't satisfied with the results. Tutorials #2 and #3 on my portfolio page (Click the link in my signature) explain it in more detail.

    They're free to go ahead with the current texture sizes, I'm just giving them a warning.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Thanks very much 4 the infos <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> ...mofo just said that for r_speeds was better the 240 texes <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> ...now that i know,i surely read your tutors(i visited your site,but just 1 time and i hadn't much time to make just more than a quick look).
    Btw...i thought this was a great system,cos everyone here i hope has saw something of UP_REGIME or the other mofo's maps. and they looks just greeeat.
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