Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Turambar on May 14, 2006, 12:41:05 pm

Title: New Feature demands New Textures
Post by: Turambar on May 14, 2006, 12:41:05 pm
anyone want to help me out?


now that we have alpha-env back, its time to finish up what lightspeed started, and have alpha channels for every texture, so alpha env can be used to its full potential, with no wierd looking texs

whos with me!!

(im getting started on the Medusa right now)
Title: Re: New Feature demands New Textures
Post by: DaBrain on May 14, 2006, 01:07:06 pm
Only a few maps are actually really screwed up. Like the HTL Triton cargo container. Taylor's no-alpha-channel fall back mode is pretty good, so maps without alpha channels do not look bad.

Anyway check all your maps for white alpha channels. I know the PS plugin tends to be buggy sometimes. We can fix the buggy shine maps in no time. So far I've spotted four of them. No big deal.
Title: Re: New Feature demands New Textures
Post by: Turambar on May 14, 2006, 01:15:49 pm
im also noticing a lot of ships with black alpha channels, those have lower priority

making a list:

White alpha:
medusa
artemis  <--my version, meant to go with micro's hi poly artemis
triton
tc-tri
aeolus
argo dock point
knossos
ptah (needs hires)   -dibs
nephthys (needs hires)
bes  <--halfway
vac 5
dragon <--yeah, that was me too :-/
sfr dis
sac 3
lucifer
belial
rahu

Black alpha:
will investigate later
Title: Re: New Feature demands New Textures
Post by: DaBrain on May 14, 2006, 01:32:38 pm
They probably had a working alpha channel (why should anyone use DXT5 otherwise...) just the plugin broke them. We should ask the HTL model creators for a fix. If they have a fully working uncompressed backup version with alpha channel.
Title: Re: New Feature demands New Textures
Post by: Turambar on May 14, 2006, 02:31:13 pm
well im making my bugfix progress

looks like im gonna do another Hires Ptah too (did one in ages long past)
Title: Re: New Feature demands New Textures
Post by: Backslash on May 18, 2006, 12:58:15 am
Not entirely related to alpha, but only cause I don't understand how to do it yet  :p ...

Well because it looks SO ugly with no shine at all, I made a quick-and-dirty shinemap for the GVB Bakha, based off the retail textures.  (All I did was darken them.)  Way better than nothing, but this thing really needs some loving someday.

I'm probably not artistic enough to do it yet, but what sort of things might one do for the alpha for this?  Mostly just the cockpit, or what?  Is there a particular method for the 'scales' considered standard?

--edit: oh and the Aten, that bottom rectangle had no shine either; it's still using a retail texture.  :ick:
--edit edit:  looks like fsport_shine.vp has all the shinemaps for the Aten, so I've replaced mine with theirs.

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Title: Re: New Feature demands New Textures
Post by: Turambar on May 18, 2006, 12:01:46 pm
ok, im working on hi-rezzing the Ptah, however i've run into an issue
the env-map is in the proper place in relation to the texture, but on the ship in-game the envmap is shifted downwards. 

if someone feels like modelling a hires Ptah, go for it, cause i got the texs.

Backslash:  good to see more ppl doing art.  Basically, youre the man now, dawg.  you can do what's been done in the other texs, or you could do something on your own, and see what looks cool.   For the Ptah, i'm making the plated areas reflective, as they look smooth in the texture.  for the bahka, maybe you can pick one plate color to be reflective and one plate color to be flat.  Always make the glass reflectey though.

good luck, and post screenies!
Title: Re: New Feature demands New Textures
Post by: Turambar on May 31, 2006, 10:11:17 am
bumpy

im not gone, waiting for ptah to continue