Rman Virgil wrote:@ Berg: I have an upcoming 10 day trip next week in the Sierras of N. Calif were I'll be doing some digital shooting specially for use as new Skyboxes and the creation of landscape textures for the new terrain renderer.... if you you think you would have some use for 'em I could also look for shots of structure surface weathering, corrosion, rust, decay, etc. for possible use in your creating textures for your structure models. No biggie really, I like shooting stuff like that.
Berg wrote:Thank you for this offer.
wish list
steel boiler tanks with rivets in them
rusted painted surfaces with pealing paint. prefer grey or very dull colour paint. on steel of course
corrigated iron sheds
machine parts with lots of nuts and bolts holding it together.
steel bridges prefer riveted. but bolted is good
Lots more ....Probably but thats a start
Thanks in advance
Sure, glad to put it into the mix.
Don't hesitate to add to the list. These are good details for my eye's roving pattern recognition.
I will be scoping-out old California Gold Rush country were there are still artifacts dating 100-150 years old so there is a good chance I may come across stuff like this.
I have added to tcmask patch Pages 15 and 16
Being campain transport and tank propulsion
So more of the old pies and textures are converted
Screenshot-Warzone 2100-1.png
http://developer.wz2100.net/ticket/1757#comment:5
I have scaled the old textures to 512 from 256
The mask colours need tweaking but this is minor texture edit to get the saturation closer to original team colours.
PS also added cyborg textures and tcmask today
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It seems these teamcolors have lost a lot of the detail they used to have (also, the green seems a bit too bright - we should fix that in the teamcolor code.)
The blend of team colours need adjusting in all images and mask that is a given.
Zarel wrote:It seems these teamcolors have lost a lot of the detail they used to have (also, the green seems a bit too bright - we should fix that in the teamcolor code.)
Fine tuning of the individual colours can be edited in that text file for mask colours
I think the problem of them loosing details is as follows: unless the mask feature allows areas where it is 50% team color and 50% body color for that area then you WILL loose detail as more area must be solid team color. What should be implemented is an alfa transparency mask where you CAN have 50% team color in areas.
Blended team mask with texture PNG 50-50 or some amount
The darker the mask the more saturated the team colour is.
Then you darken the texture position to get final colour.