textures High-res

Get some help with creating maps or modding.
Need a map editor or other tools, look here!
Sentinel3d
Rookie
Rookie
Posts: 21
Joined: 16 Mar 2009, 14:28
Location: Netherlands

textures High-res

Post by Sentinel3d »

hi,

Black Project asked me if i could make all textures High-res.
i looked around the forum and saw that there are already high-res textures.
But... where are they? if they are not available i would like to re-create them.

do i have to keep something in mind?
like:
* Minimum resolution.
* PNG file format.
* Seamless & Tilable
* Must be seen from exactly above
* free textures (no license or something like that)
Maybe more?!

or do you folks have another idea?
because i can take my photo camera and take some pictures outside... :P

and if i'm ready with upgrading the textures... can i put them here on the forum (a link) so you folks can download them?

regards,
Sentinel3d
52 18’N - 6 29’E
Kamaze
Regular
Regular
Posts: 1017
Joined: 30 Jul 2006, 15:23

Re: textures High-res

Post by Kamaze »

Hi there,

the terrain has already been reworked a lot, see: viewtopic.php?f=6&t=2379

I'll quick answer your questions as I am short in time:

* Minimum resolution.
I think you should ask "Maximum Resolution?" ;)
The general rule is "Bigger is better". You can always downscale textures for less powerfull hardware.

* PNG file format.
Yes, basically any lossless texture format which supports an alpha channel would be fine. As we use PNG already for our textures...

* Seamless & Tilable
Would only apply to terrain textures, i think.

* Must be seen from exactly above
I don't know what you mean.

* free textures (no license or something like that)
GPL v2(+) or CC-BY / BY-SA would be fine, I think.
We all have the same heaven, but not the same horizon.
Sentinel3d
Rookie
Rookie
Posts: 21
Joined: 16 Mar 2009, 14:28
Location: Netherlands

Re: textures High-res

Post by Sentinel3d »

hi,

yeah i already saw the link... but where are those textures?

yeah i thought about that texture size...
i think i make em 2048x2048 and then downscale them.
maybe there can be a button in the settings for texture size?

the "Must be seen from exactly above" that's only for the ground textures.

GPL v2(+) or CC-BY / BY-SA?!?! :-S what does that mean?

i'll be improving all the texpages. weapons, buildings, etc etc
52 18’N - 6 29’E
Kamaze
Regular
Regular
Posts: 1017
Joined: 30 Jul 2006, 15:23

Re: textures High-res

Post by Kamaze »

http://developer.wz2100.net/browser/tru ... e/texpages those with 1MB+ filesize.

The game has an in-game option for texture size. GPL v2+ means, GNU General Public Licence version 2 with the "or any later version" clause. Here CC stands for CreativeCommons read: CC-BY and/or CC-BY-SA.

This are the licenses we preefeer, from the restrictive ones. You can also put it under the public domain if you want. Your choice.
We all have the same heaven, but not the same horizon.
Sentinel3d
Rookie
Rookie
Posts: 21
Joined: 16 Mar 2009, 14:28
Location: Netherlands

Re: textures High-res

Post by Sentinel3d »

ok... but that's not all of em...
i thought about make em all in 1 package... so i'll make em all... and then link them here. (the zip file or something)

about that licensing... i don't understand it...
Can i use the textures from CGtextures.com? and put the GNU general public licence txt file in the zip?
or am i all wrong?

otherwise i create the textures myself... get my photo camera and take some pictures :ninja:
52 18’N - 6 29’E
Sentinel3d
Rookie
Rookie
Posts: 21
Joined: 16 Mar 2009, 14:28
Location: Netherlands

Re: textures High-res

Post by Sentinel3d »

hey!

i did some texturing today...
could someone test this for me, and take a screenshot?
i made the Power station and the HQ first...the command Center and the other one (don't know what it is... research?!) are for next week.
tell me what you think.

after this i want to change the HQ texture (page-12-player-buildings.png)
but what do i have make of the sides? somekind of windows i think?

Regards,
Sentinel3d
You do not have the required permissions to view the files attached to this post.
52 18’N - 6 29’E
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: textures High-res

Post by Zarel »

Those textures, are great. They're just the baseplates, though (I belive those are power generator, HQ, research facility, and command relay post). Do you have the rest of the buildings' textures?

You can test textures in-game by putting your textures as a mod file and loading it, or alternatively by simply building a new base.wz with your textures.
User avatar
Black Project
Regular
Regular
Posts: 751
Joined: 04 Apr 2008, 20:53

Re: textures High-res

Post by Black Project »

Great work, i taken a screenshot with your new base plates:

Too bad i can't make better textures to the game

P.s: Which program you used to make this texture better?

Regards BP
wz2100_shot_154.png
You do not have the required permissions to view the files attached to this post.
Sentinel3d
Rookie
Rookie
Posts: 21
Joined: 16 Mar 2009, 14:28
Location: Netherlands

Re: textures High-res

Post by Sentinel3d »

photoshop?! xD
i did this at my work... in my lunch time... 30 minutes work

but that looks verry verry nice!
Last edited by Sentinel3d on 20 Mar 2009, 18:31, edited 1 time in total.
52 18’N - 6 29’E
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3780
Joined: 03 Aug 2006, 19:39

Re: textures High-res

Post by Per »

Great work.

Maybe a little bit too bright?

[Edit: Removed blurry screenshots... Sorry, used wrong texture size.]
Sentinel3d
Rookie
Rookie
Posts: 21
Joined: 16 Mar 2009, 14:28
Location: Netherlands

Re: textures High-res

Post by Sentinel3d »

yeah... i think i'll put a black layer over that...
but your graphics are still verry blurry... why that?!
52 18’N - 6 29’E
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3780
Joined: 03 Aug 2006, 19:39

Re: textures High-res

Post by Per »

Sorry about those blurry screenshots. I set the texture size way too low. Here is a better one: http://imagebin.ca/view/TSzAQgIT.html
Sentinel3d
Rookie
Rookie
Posts: 21
Joined: 16 Mar 2009, 14:28
Location: Netherlands

Re: textures High-res

Post by Sentinel3d »

hey,

i finished the first texture!
if there's something i have to change... plz tell me.

how can i test these myself? in what directory do i have to put these?
do i need to convert them or something?

regards,
Sentinel3d
You do not have the required permissions to view the files attached to this post.
52 18’N - 6 29’E
Sentinel3d
Rookie
Rookie
Posts: 21
Joined: 16 Mar 2009, 14:28
Location: Netherlands

Re: textures High-res

Post by Sentinel3d »

i'm about to start with the page-16-droid-drives...
but what kind of wheels do they have on their tanks?

Choose a picture:
A:
http://www.aerotechmodels.com/p47wheels.jpg

B:
http://carsmedia.ign.com/cars/image/art ... 22-000.jpg

or C:
http://www.militairwarenhuis.nl/images/ ... %20M16.jpg

or something else?
52 18’N - 6 29’E
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: textures High-res

Post by whippersnapper »

.

- The stock wheels in-game most closely resemble "A"...imho.

- I think "B" looks cool.

- Regards, whipper. :)

.
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.