Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Solaufein on November 27, 2002, 08:09:35 am
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Is there any other way of creating good looking textures than painting them pixel by pixel?
(It feels like the most stupid question ever)
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I came across a pcx of a spiderman texture so I just changed the color to 256 and bam... it looks like a shivan texture :cool:
I can't wait to try other picture of junk and see how they look...!
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try reusing V(whats the code for that again?) textures
you can download the hi res textures for the fs1 models somewhere, so the ones on the ursa and other too would fit nicely.. ask aldo. start texturing like him and uhm..you'll be really good (search for the words berserker(thats the name of the bomber right?) as well as..)..the best advice i can give you is look at V textures as well as some other community textures that were well done. which is to say anything recent by aldo and uhm..the jotun (from the inferno website)..hehe i guess i'm not too much help
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Originally posted by Rictor
you can download the hi res textures for the fs1 models somewhere,
yeah, from the FS1 VP files :rolleyes:
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If you have Corel PhotoPaint (v. 10 or better, not sure how far back in the earlier versions), mind-blowingly good Shivan texture tiles for capital ships can be generated at a rate of one every few seconds.
Examples: (Click on the pictures to download PCX versions (which look better than the JPEGs)
(http://www.3dap.com/hlp/hosted/scroll/misc/shivtex1.jpg) (http://www.3dap.com/hlp/hosted/scroll/misc/shivtex1.pcx)
(http://www.3dap.com/hlp/hosted/scroll/misc/shivtex2.jpg) (http://www.3dap.com/hlp/hosted/scroll/misc/shivtex2.pcx)
(http://www.3dap.com/hlp/hosted/scroll/misc/shivtex3.jpg) (http://www.3dap.com/hlp/hosted/scroll/misc/shivtex3.pcx)
As compared to this:
(http://www.3dap.com/hlp/hosted/scroll/misc/supertile3a.jpg)
Otherwise, there is no fast way that I know of. I often recycle Vasudan textures (with heavy editing and creative alteration) for the sake of conformity to the Vasudan style, but that about it.
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Thnx, btw, do thrustercones need texturing?, some tutorial said something about using PCS to make them, but you do need to model the meshes first. Im a bit confused
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Thrusters themselves (the submodels that you see in game and in ModelView32) are not really textured with PCX files. You can texture them with any texture you want, but after POF conversion you need to change the texture name for them, and the submodel name(s), so that they have the word thruster in them. (In game they get textured with an ani.)
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You can save one of the frames from the ani as an image, and then use that to texture (it also allows you to get it the right way round! :D
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I used what appears to be the only nebula thing that appears in the FRED1 editor. It has options for pattern, color, pitch, bank, and heading. Only other thing I see in the FRED1 editor is a thing for "bitmaps" that is all greyed out and may not work. If you can show me a screen shot of what exactly you are talking about I can tell if it's what I saw. There are only 2 basic kinds of nebula things I know of: Individual nebula bitmaps you place on the background like you do planets, which seems to be FS2 specific, and full nebulas which have an FS1 version and an FS2 version.