New decals for trunk
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Jorzi
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New decals for trunk
I recently downloaded trunk in order to get more familiar with the new graphics. They were all pretty nice, however I couldn't avoid noticing how low-res the decals looked, so I thought I make some higher-res ones.
So far I finished two parts of the road, more to come.
So far I finished two parts of the road, more to come.
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Buginator
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Re: New decals for trunk
Jorzi, nice work, like always. 
You are one of the few that actually do more than just talk, and actually work on making the game better.
You are one of the few that actually do more than just talk, and actually work on making the game better.
and it ends here.
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dak180
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Re: New decals for trunk
And here they are post crush (there should be no visible difference).Jorzi wrote:I recently downloaded trunk in order to get more familiar with the new graphics. They were all pretty nice, however I couldn't avoid noticing how low-res the decals looked, so I thought I make some higher-res ones.
So far I finished two parts of the road, more to come.
You do not have the required permissions to view the files attached to this post.
User:dak180
Keeper of the Mac Builds
Keeper of the Mac Builds
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Jorzi
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Re: New decals for trunk
Remade all the current road sections. Rerendered them in size 128 and edited them in gimp so that they all tile perfectly to each other no matter which way you flip them
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Jorzi
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Re: New decals for trunk
Fourth one (3 attachments per post limit)
Edit: A few questions: How hard is it to simply add new decals to the list? I was thinking about making stuff like curves for roads...
Also, is it possible to modify the base.wz-file, replacing the old textures, and still run the game without having to recompile it?
Edit: A few questions: How hard is it to simply add new decals to the list? I was thinking about making stuff like curves for roads...
Also, is it possible to modify the base.wz-file, replacing the old textures, and still run the game without having to recompile it?
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CyclonatorZ
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Re: New decals for trunk
Sheesh, is there any part of Warzone's art style you're not good at revamping, Jorzi? 
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Jorzi
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Re: New decals for trunk
Well I've always been into hard surface modelling (as opposed to organic modelling), and since I started texturng my stuff too, that is no longer a problem either...


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Rman Virgil
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Re: New decals for trunk
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Good choice, the road decals, & well done.
I've been working with the Arizona tertile set exclusively for the last year plus and have found using road configurations (in tandem with varied cliff face rock formations & bodies of water) extremely valuable for the following reasons.
Artfully used, roadways make for creating a richer visual variety (esp. in desert maps) while simultaneously providing at-a-glance bearings for the player in the form of unique landmarks that can be associated with tactical significance by the map maker's canny design.
In a sandy expanse of a 250 x 250 desert map these roadway decals can play a central role; be engagingly practical while also making the game's basic landscape experience more interesting & pleasurable.
- Yebo sanibonani, RV
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Good choice, the road decals, & well done.
I've been working with the Arizona tertile set exclusively for the last year plus and have found using road configurations (in tandem with varied cliff face rock formations & bodies of water) extremely valuable for the following reasons.
Artfully used, roadways make for creating a richer visual variety (esp. in desert maps) while simultaneously providing at-a-glance bearings for the player in the form of unique landmarks that can be associated with tactical significance by the map maker's canny design.
In a sandy expanse of a 250 x 250 desert map these roadway decals can play a central role; be engagingly practical while also making the game's basic landscape experience more interesting & pleasurable.
- Yebo sanibonani, RV
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Jorzi
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Re: New decals for trunk
Thank you Rman
Glad you enjoyed them.
Today I remade one of the craters. I also put up the original for reference
EDIT: reuploaded with better render settings for imporved sharpness
Today I remade one of the craters. I also put up the original for reference
EDIT: reuploaded with better render settings for imporved sharpness
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Last edited by Jorzi on 28 Mar 2011, 16:12, edited 1 time in total.


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macuser
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Re: New decals for trunk
WOW beautiful 
ArtRev Website

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
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Jorzi
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Re: New decals for trunk
Thanks macuser 
Fun fact: The crater is actually a textured 3d model with ~500 000 triangles
It uses the original texture as one of its many texture layers.
Fun fact: The crater is actually a textured 3d model with ~500 000 triangles


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MaNGusT
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Re: New decals for trunk
pretty nice!
but for me it's too clean - looks like plastic. sand, ground and asphalt are granular, I think more sharpness will help a bit.
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Jorzi
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Re: New decals for trunk
Hmm.. you have a point (although a crater might look like that if the soil is kinda soft and muddy and it has rained
)
Anyway, I tried increasing the noise frequency a bit and I think it at least looks much less plastic-like now
Anyway, I tried increasing the noise frequency a bit and I think it at least looks much less plastic-like now
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MaNGusT
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Per
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Re: New decals for trunk
Very nice!
Do you think you could add some more environmental wear & tear to the roads as well? They look a bit too neat considering the time span they have been sitting there without proper maintenance...
Do you think you could add some more environmental wear & tear to the roads as well? They look a bit too neat considering the time span they have been sitting there without proper maintenance...