douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
hi! will you be working with ice9 on animating the organic textures and all that such? i think you have some awesome potential with these animations, and that one you did looks pretty sweet, but like previously agreed, just make it a little more subtle.
I would say add lots more movement, as in make nearly all of the infestation appear to 'crawl' Of course you can still have those viens in that throb and pulse, as its a cool effect. Tho the way youve done it, you can you've just enlarged a spot, is there some other way you can do it?
And yes 6john, stick me down for the vent texture also.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
it would be nice if you could make it so it move through the veins more fluidly and faster, but have a delay between each time it moves through the veins, and also have different veins pulsing at different times. also i really think it would be best if you 2 work together, that way we dont have half the alien textures looking like one thing, and another half looking a little different.
movement liek that will give me seizures, and im usually fine, but that is just too much, having it spurt green blood when shot should really be enough!
<!--QuoteBegin-Grizzly+Jan 29 2005, 04:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grizzly @ Jan 29 2005, 04:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> is it a way to make the infestation have a effect similar to the "blood growth" type of thing in doom3? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Doom 3's animated textures just kind of crawl don't they? I really wish I could help out with this, but all I have to work with is the gimp and I'm basicly learing it from scratch ATM.
Since I suck at making alien textures <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> , I think I'll try to remake all the metal textures. Give me a wadfile and the textures, and from there, maybe <b>Hi!</b> can add the infestation onto it.
It strikes me that an effect much like the slimy organic stuff in Doom3 would work well for infestation, if you guys think that's possible with Source.
The_CheatIt's a The Cheat!Join Date: 2003-11-19Member: 23191Members, Constellation
I'm liking the animated infestation as well, but I don't think it should be so obvious. For me, the obvious animation that I'd see in a hive room would be kind of distracting and would get annoying real quick. Smaller, subtle animations across the entire texture (instead of large veins like what's been shown) would give it a better illusion of living infestation on walls and floors.
<!--QuoteBegin-The Cheat+Jan 30 2005, 10:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Cheat @ Jan 30 2005, 10:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm liking the animated infestation as well, but I don't think it should be so obvious. For me, the obvious animation that I'd see in a hive room would be kind of distracting and would get annoying real quick. Smaller, subtle animations across the entire texture (instead of large veins like what's been shown) would give it a better illusion of living infestation on walls and floors. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah, maybe having it sliding around, with some veins throbbing, random parts moving onto each other, or something like that.
I love that animated texture just as much as the rest of you (great job, Norn!), but we have to keep in mind the limitations of the Source engine. If it handles animated textures like HL1 (which I suspect), then each frame in the animation is actually a separate 512x512 texture.
This means that making complex animations with more than just a few frames will eat up alarming amounts of texture memory. Now, I don't know if you can do things like set the timing of the animation frames to save space, but this could be a severely limiting factor.
Some solutions I have been thinking of are: Write a custom shader to simulate the infestation movement. Or perhaps the infestation could be a transparent overlay that could "pulse" using a similar effect as the water in HL1.
-Sinter
[edit: Bad grammar, bad! No food for you today, grammar!]
While the animated infestation looks intresting one has to ask, does it some how add to the game or does it just look gimicky and silly? I'm not sure that an animated infestation texture would be so worthwhile though it might be intresting to have some infestation props with some animation.
aonomusDedicated NS Mastermind (no need for school)Join Date: 2003-11-26Member: 23605Members, Constellation
edited January 2005
Sweet animated infestation man, gotta love how source rox0rs. Don't forget that bullet impacts can spawn debris sprites, someone make infestation 'bits' that spray all over when bullets hit it.
Side Note/Edit: 500th post ftw, its been over a year... I'm not a <a href='http://www.unknownworlds.com/forums/index.php?showtopic=87250&st=15' target='_blank'>+1 postcount</a> kind of guy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
What if you used animated decals instead of world-textures? Then you would have more control over the position of the pulse. The decal could be frame '2' and fade in and out on a sine wave or something....look in the <a href='http://www.valve-erc.com/srcsdk/Materials/material_proxies.html' target='_blank'>Material Proxies</a> for other possible effects that could be done.
<edit>
I'm guessing it ccould be feasably possible to tie in the amplitude of the effect with, say, the quantity of alien resources with a bit of in-game coding. There's some really cool things you could do with material proxies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-KungFuDiscoMonkey+Jan 31 2005, 07:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Jan 31 2005, 07:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> While the animated infestation looks intresting one has to ask, does it some how add to the game or does it just look gimicky and silly? I'm not sure that an animated infestation texture would be so worthwhile though it might be intresting to have some infestation props with some animation. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That's like saying that custom textures don't add much to the game/map. It looks good - and as long as it isn't hurting anyone, I don't see why we can't have it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
edit: <!--QuoteBegin-TychoCelchuuu+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TychoCelchuuu)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm actually with DiscoMonkey. At least until the pulsing gets much more sublte it's just going to be distracting and resource hogging to have the hive walls throbbing all the time. It's not like everything that's alive must pulse with an unearthly life within it. Sometimes things just sit there.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I agree that the current animated texture shown isn't what i had in mind. Think of the pulsating stuff in D3. Subtle enough not to be obnoxious, but noticable enough to think "this stuff is alive". (note: I never played D3 much myself, I mostly watched my brother play it as I didn't care much for it)
While yes, it might be resource hogging, but I'm guessing that we'll learn how much of a hit it will be with some testing. If it's bearable, why not? Or, maybe add an option to turn it on/off...
I'm actually with DiscoMonkey. At least until the pulsing gets much more sublte it's just going to be distracting and resource hogging to have the hive walls throbbing all the time. It's not like everything that's alive must pulse with an unearthly life within it. Sometimes things just sit there.
<!--QuoteBegin-TychoCelchuuu+Jan 31 2005, 04:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TychoCelchuuu @ Jan 31 2005, 04:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm actually with DiscoMonkey. At least until the pulsing gets much more sublte it's just going to be distracting and resource hogging to have the hive walls throbbing all the time. It's not like everything that's alive must pulse with an unearthly life within it. Sometimes things just sit there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I agree. Optional models/textures are the way to go. Although as you said, with resource hogging it will be a better idea to use texture over models in the majority of cases.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-Olmy+Feb 2 2005, 01:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Feb 2 2005, 01:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They are perfect. At first i saw the 2d texture and thought that it didn't have enough depth, but with the shadows ingame it looks great. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I still think it needs more depth in between the plates. It looks pretty good though.
Comments
If no one takes up my offer of doing it, I'll try my best to make it good. I really want to make it look almost like it's breathing.
so awsome
I'm trying to get these to look right, here's my current one, 7 frames.
<img src='http://img174.exs.cx/img174/4044/infest8gw.gif' border='0' alt='user posted image' />
should I just add more frames, or scrap the "stuff moving through veins idea", and go with a subtle throbbing?
Of course you can still have those viens in that throb and pulse, as its a cool effect. Tho the way youve done it, you can you've just enlarged a spot, is there some other way you can do it?
And yes 6john, stick me down for the vent texture also.
Doom 3's animated textures just kind of crawl don't they? I really wish I could help out with this, but all I have to work with is the gimp and I'm basicly learing it from scratch ATM.
Yeah, maybe having it sliding around, with some veins throbbing, random parts moving onto each other, or something like that.
I love that animated texture just as much as the rest of you (great job, Norn!), but we have to keep in mind the limitations of the Source engine. If it handles animated textures like HL1 (which I suspect), then each frame in the animation is actually a separate 512x512 texture.
This means that making complex animations with more than just a few frames will eat up alarming amounts of texture memory. Now, I don't know if you can do things like set the timing of the animation frames to save space, but this could be a severely limiting factor.
Some solutions I have been thinking of are: Write a custom shader to simulate the infestation movement. Or perhaps the infestation could be a transparent overlay that could "pulse" using a similar effect as the water in HL1.
-Sinter
[edit: Bad grammar, bad! No food for you today, grammar!]
Side Note/Edit: 500th post ftw, its been over a year... I'm not a <a href='http://www.unknownworlds.com/forums/index.php?showtopic=87250&st=15' target='_blank'>+1 postcount</a> kind of guy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
would have more control over the position of the pulse. The decal could be frame '2' and fade in and out on a sine wave or something....look in the <a href='http://www.valve-erc.com/srcsdk/Materials/material_proxies.html' target='_blank'>Material Proxies</a> for other possible effects that could be done.
<edit>
I'm guessing it ccould be feasably possible to tie in the amplitude of the effect with, say, the quantity of alien resources with a bit of in-game coding. There's some really cool things you could do with material proxies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
That's like saying that custom textures don't add much to the game/map. It looks good - and as long as it isn't hurting anyone, I don't see why we can't have it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
edit:
<!--QuoteBegin-TychoCelchuuu+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TychoCelchuuu)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm actually with DiscoMonkey. At least until the pulsing gets much more sublte it's just going to be distracting and resource hogging to have the hive walls throbbing all the time. It's not like everything that's alive must pulse with an unearthly life within it. Sometimes things just sit there.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I agree that the current animated texture shown isn't what i had in mind. Think of the pulsating stuff in D3. Subtle enough not to be obnoxious, but noticable enough to think "this stuff is alive". (note: I never played D3 much myself, I mostly watched my brother play it as I didn't care much for it)
While yes, it might be resource hogging, but I'm guessing that we'll learn how much of a hit it will be with some testing. If it's bearable, why not? Or, maybe add an option to turn it on/off...
I agree. Optional models/textures are the way to go. Although as you said, with resource hogging it will be a better idea to use texture over models in the majority of cases.
flr_greypnl1 - revised
<img src='http://www.enigmaticstudios.com/ns/flr_greypnl1_00.jpg' border='0' alt='user posted image' />
<img src='http://www.enigmaticstudios.com/ns/flr_greypnl1_01.jpg' border='0' alt='user posted image' />
<img src='http://www.enigmaticstudios.com/ns/flr_greypnl1_02.jpg' border='0' alt='user posted image' />
flr_greypnl2
<img src='http://www.enigmaticstudios.com/ns/flr_greypnl2_00.jpg' border='0' alt='user posted image' />
<img src='http://www.enigmaticstudios.com/ns/flr_greypnl2_01.jpg' border='0' alt='user posted image' />
<img src='http://www.enigmaticstudios.com/ns/flr_greypnl2_02.jpg' border='0' alt='user posted image' />
I still think it needs more depth in between the plates. It looks pretty good though.
Also, try and make them more gritty/grungy.